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Rolling Ball on two static meshes, problem with collisions

Good afternoon everyone. :)

I wanted to create a little Pong game, just to learn how to use Blueprints.

First, I made this simple static mesh with Blender, there's no UV-mapping:

My static mesh Collision

Then I added two of these static meshes into my world like this :

alt text

To test the collisions, I coded a little rolling ball with Blueprints :

alt text

The problem is that when I shoot the ball, the ball jumps a little bit between the two meshes, and I have no idea how to fix it :

alt text

Can someone please help me ? What should I do ?

Thank you everyone, and sorry for my bad English, I'm French and I'm still learning English.

I use UE 4.4

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asked Jan 30 '15 at 10:00 PM in Using UE4

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avatar image F3NR1S Sep 05 '16 at 04:19 AM

Old question but I am having the same issue. I don't have quite the solution yet but as seen in other threads this has to do with the collision settings for the ball. Simple collision should roll smoothly, but I have no luck so far. What should the collision of the mesh be like?

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2 answers: sort voted first

I eventually found the solution:

You need to adjust the physics simulation settings of your project. Specifically the "Contact Offset Multiplier" and the "Contact Offset" bounds. Beware of the trade-offs for performance.

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answered Jul 21 '17 at 12:33 AM

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If collision doesn´t work, try to set Collision complexity and collision presets inside the Static mesh.

this worked for me:

alt text

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answered Jul 17 '17 at 07:49 PM

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