Landscape mesh causing ball to jump

Hello,

Any time I have a rolling object on a landscape it jumps at what appears to be every time it crosses a triangle in the mesh.

To reproduce:
Open the rolling ball example and delete the floor and replace with any flat landscape.

I have tried substepping, which did nothing. And I have tried different sizes and scales of the landscape mesh. A low density mesh has a greater distance between the jumps and as you increase the mesh density they get closer together.

Does anyone know of a way to fix this? Any help would be greatly appreciated.

Thanks

Hey Bellyarms,

Which version of the editor are you in?

I have created a rolling blueprint template to replicate this issue. I deleted the floor out of the scene and replaced it with a landscape. I have rolled the ball all around the map and it hasn’t caused the ball to jump at all. The only time I’ve seen the ball jump is when I accidentally hit a wall, or the side of an actual object.

Would you be able to post a video of this?

Thank you!

Hi ,
Thanks for looking into it, I have uploaded a video [here][1].

If you can’t reproduce it then it may be me, my comp isn’t the best but I thought it should at least handle that! I even packaged it to try and it did the same thing.

Please let me know what you think, thanks again!

https://www./watch?v=_V7af6auLeU

Oh btw, I’m using 4.7.5

Hey Bellyarms,

Update:
I have tested this template in 4.7.6 today with a lowered FPS of 10 and the ball does jump without me pressing space bar. I believe that this may be the issue that you are experiencing. I’m not sure what computer specs you’re currently running however, depending on how low your framerate is, this may actually be the issue.

I have entered a report for this specific issue: UE-14145

Cheers!

I am usually in the mid 20’s for FPS, I know it’s not good and am currently working on getting a new PC. My current PC is an AMD six core 3.3GHz with 10GB ram and radeon XFX 230 graphics card with 2GB ram.

Please correct me if I am wrong:
I can understand the framerate is probably lower while in the editor, but I would think I should be able to package something as simple as this and have it run smooth on almost anything. Also, I know my graphics card is not good, and I am assuming this is a physx issue, but I would think physx for something like this would run fine on the CPU and not need to use the GPU.

Thanks again for all the help!

Hey Bellyarms,

Yes, the rolling template shouldn’t have these troubles on a lower spec machine because it’s not all that intensive however it does use physics which does put more of a strain on a computer than we all realize. But you’re totally correct in saying that it should run smoothly on almost anything as this is a template that I’ve used to package and launch on mobile devices myself.

It’s possible that the majority of this issue is dealing with the landscape, but I assigned both the landscape and the framework - physics department to the report I entered earlier. Hopefully they’ll be able to address this issue and update it in a future release.

You’re welcome for all of the assistance and thank you very much for reporting this issue to us and making the Unreal Engine even better.

Have a great day!

Update: I retargeted it for mobile and lowered everything to the lowest settings. I am now getting 45 FPS and it does the same thing.

Hi,

Although my framerate is higher than yours, I am not seeing this problem as you describe when I replace the floor with a landscape in the rolling ball template map. Could you provide a capture of the problem using PhysX Visual Debugger, and provide a copy of the map you are using?

PhysX is not using the GPU here. All rigid body dynamics and scene queries in PhysX run on the CPU in UE4.

Hey Bellyarms,

.Skolones replied on this thread a few days ago stating that PhysX is not using the GPU, and that all rigid body dynamics and scene queries in PhysX run on the CPU in UE4. With that being said, at this time, we’re not taking steps in this direction to fix this right now. However, it has been logged in our database for possible correction in the future.

Please let us know if you have any further questions or concerns. Thanks!