Physics in accuracies

So i tried simple physics demo of a ball within 2 walls , now by pressing a key i add a force to the ball so that it can bounce between 2 balls for infinity ,

i set the ball , 2 walls to a physics material with following properties :

Now i found some errors :
first both walls are rotated in z axis by -90 degree , i found out whenever i set them to 90 they turn to 89.997 byt -90 works.

2nd if the ball hits the wall with a velocity less than 200 it will not bounce but instead will stop and not move, but if velocity is 200 or higher it hits the wall lets say with 210 velocity and it bounces with the same velocity of 210 but if it hits the wall with 160 it doesn’t bounce!!

3rd even when the ball hits the wall with 200+ velocity when it bounces it bounces with the same 200+ velcity in x direction but i find about 0.12 velocity is added to the y component of velocity!? although wall is perfectly normal to the ball and would and should app only to the x direction in the bounce.

More bugs can be found here : Bugs in the physics of UE4 - World Creation - Unreal Engine Forums

Hi TheTrice,

The reason for the 200 cm/s velocity bounce that you’re seeing is that PhysX has a minimum relative threshold required for an object to bounce. PhysX recommends setting this to 0.2 * gravity which in our case is around 200.

I’ve exposed this setting so you can change it. The change is available on github:

https://github.com/EpicGames/UnrealEngine/commit/56df61a3a2811ca397369ceec56c421e9dd7db9c