Physics Mesh don't turn with less than 40 fps

Hi,

I worked on an physics asset (very simple, only one sphyl at the root bone, overwritten mass). It works fine on my computer. When I copy the mesh to another computer (with perforce) then it rotates only with very huge forces. Translation with forces works fine. I cannot find any difference between the computers.

Edit: even huge forces cannot turn my mesh directly, but collisions with other geometry can do it.

Edit 2: I’ve written a Blueprint Node to get the inertia tensor of the mesh. On both computers I get the same values. Now I’ve absolutely no Idea what the problem can be.

Edit 3: Now I’ve found some strange behaviour. This problem is framerate dependent. I got this behaviour with less than 40 fps. When I enable Physics Substepping then I can turn my mesh (but then I got some jittering)

Edit 4: The jittering Effects was the result of some wrong physics values. The primary problem can be fixed with enabled Substepping. I think there is a bug in the engine when substepping is disabled,

Hi user37337,

Apologies for the delayed response.

As you’ve noted FPS can play a part in physics simulations. If your game heavily depends on physics simulations it’s better to use Sub-Stepping to get better physics results.

You may have already seen this, but in the even you have not this is the documentation for Physics Sub-Stepping: Physics Sub-Stepping in Unreal Engine | Unreal Engine 5.1 Documentation