Constraint Angular Velocity Drive

If I set Angular Velocity Drive for a PhysicsConstraintActor from the Editor all fine and dandy. I start playing and the Constraint Actor swings for a few seconds then stops.

However, if I do the same from C++ code, the actor does not stop swinging. What am I missing?

I also tried from Blueprints with “Set Angular Velocity Drive”, “Set Angular Velocity Target” and “Set Angular Drive Params”. Same thing, the actor does not stop swinging.

Editor settings:

Angular Velocity Drive - checked

Angular Velocity Target - 0,0,0

Angular Drive Force Limit - 1000.0

Angular Position Strength - 50.0 (editing disabled)

Angular Velocity Strength - 1.0

Angular Drive Mode - Twist and Swing

C++ code:

for (TActorIterator<APhysicsConstraintActor> AItr(this->GetWorld()); AItr; ++AItr)
{
	AItr->ConstraintComp->SetAngularVelocityDrive(true, true);
	AItr->ConstraintComp->SetAngularVelocityTarget(FVector(0.f, 0.f, 0.f));
	AItr->ConstraintComp->SetAngularDriveParams(50.0f, 1.0f, 1000.0f);
	AItr->ConstraintComp->ConstraintInstance.AngularDriveMode = EAngularDriveMode::TwistAndSwing;

	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, "Params set for " + AItr->GetName());
}

Hi gmiha,

We’ll reply as soon as possible. Thanks for your patience.

Hello gmiha,

Hm, looks like a bug. Some options (like drive mode: SwingAndTwist or SLerp for angular drive) only used only for initialization. So, try after your initialization to recreate joint.

MyActorConstraint->ConstraintComp->InitializeComponent();

It is not the best way, because it requires some penalty time to reinitialize joint. But I think it is the only way to do that in current case (Which may be fixed in 4.6, I tested it on 4.5)

Also, if you want to break one body (pendulum case, etc.) look at Angular Breakable option.

Best regards,

Hi ,
Thanks a lot for your support, it works great after adding a call to InitializeComponent()!
Best regards,

Hey, im pretty sure im having the same issue but im doing it on blueprint so i can’t initialize the component again :frowning:

It’s works fine in the construction graph but not in the event graph…i guess the bug hasn’t been fixed :frowning:

In blueprint, call “Set Angular Velocity Drive” every frame, this will have the same effect as initializeComponent