We will not have a chance to dig into this. My guess is it is related to forces being added in different orders, and the 'set rotation' cancelling out velocity (being treated as a teleport)
An Answerhub user reported this issue where having force applied in different methods and situations results in different results only when rotation is also being applied. The example project contains a map with 5 different static meshes. Here's a list of each one and their setup:
An Actor Blueprint with a SceneComponent as the root with a Static Mesh component as a child. Force is applied through the Add Force node to the Static Mesh component. Rotation is applied using AddActorLocalRotation
An Actor Blueprint with a Static Mesh component as the root. Force is applied through the Add Force node to the Static Mesh component. Rotation is applied using AddActorLocalRotation
A Static Mesh Actor (Not a Blueprint) that has a Component that uses the Add Force node to apply the force. Rotation is applied using a component that calls AddActorLocalRotation
An Actor Blueprint with a Static Mesh component as the root. Force is applied a component that uses the Add Force node. Rotation is applied using a component that calls AddActorLocalRotation
An Actor Blueprint with a SceneComponent as the root with a Static Mesh component as a child. Force is applied a component that uses the Add Force node. Rotation is applied using a component that calls AddActorLocalRotation
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Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.16, 4.17, 4.18, 4.19 |
Created | Nov 17, 2017 |
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Resolved | Nov 17, 2017 |
Updated | Jun 23, 2018 |