[BUG] Quantum Physics Collisions
This is another bug related to Physics Constraints.
As you can see here the collision I can trace with complex trace is at 2 locations at once:
You can see the actor I trace in the upper left, the collisions are made visible with Show Collisions.
Location 1: The location where I detached my actor from the component that is physics constrained
Location 2. I attached the actor to a dummy actor then changed the location of that dummy actor (Changing the location without a dummy actor is also a bug)
Note: I don't know quantum physics but since it is at multiple locations at once I thought there might be something related. :) It also appears that every time I do this again it creates another ghost collision that I can trace.
My other physics constraints bugs are here: https://answers.unrealengine.com/questions/227526/bug-detach-breaks-collision.html
I made it now mostly work what I wanted to get working but with some big workarounds. I basically use a extra spawned component now of which the collision works, when placed I get rid of that and place the actual actor there. but I still encountered bugs: I was not able to reset the location of the component. Either the location was off or the physics simulation was not working anymore. I tried lots of combinations with break constraint, no break, attach again, etc. So everytime I need to reset the location I now destroy the component and create an new one, which works fine but is a bit silly. I also found out that there needs to be a delay after changing the location, so before making the set constraint objects and set simulate physics. I also had it crashing again but not sure why.
The whole thing is basically a drag and drop feature with actors. Where the dragging is with a physic constraint and the dragged object collides physic simulated. Sound simply but as I had to experience it myself it is not all.
answered May 15 '15 at 04:39 PM
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