Adjusting object mass doesn't seem to affect its weight
Still new to UE4 so apologies if this is obvious.
I'm trying to make a UE4 version of a simple physics-based board game, similar to shove ha'penny. The board is round, with a diameter of about 60cm. The counters you flick around are small wooden disks, like in draughts/checkers.
So I modelled it all to scale in Max, and imported the FBXs into UE4. I was working on the assumption that 1 Max unit = 1cm in UE4, and this seemed to work out fine when I looked at the measuring stick in the editor viewport.
The weight of the counters looked fairly realistic but I had all sorts of problems with counters sometimes falling through the board, presumably because the scale was too small, so I remodelled the assets (didn't just scale them) so they were about 5x bigger. Now the collision works absolutely fine, the counters never fall through the board, BUT they are incredibly floaty due to their scale. When you drop a counter on the board, it gathers momentum like a car being dropped from a skyscraper.
I've tried editing the mass scale from 1.0 all the way up to silly numbers like 100000.0 and nothing happens. I've also tried overriding the object's mass from the original 13.164 to like 40000 and nothing happens.
Even when both of these are edited at the same time, nothing happens.
Any ideas of what I might be doing wrong?
asked Jul 20 '15 at 12:14 PM in Using UE4
Go to settings, world settings, and under physics, check "override world gravity" and mess around with it until it looks right. I believe default is -980. You probably want something like -3000 or so.
answered Oct 23 '15 at 10:15 PM
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