Character interacts with PhysicsObject incorrectly if blended
I'm finding that a character / character limb will interact poorly with (won't push) a PhysicsObject if the bones doing the hit have any amount of physics blending applied to them. No amount of CCD, physics substepping, or other tweaking is fixing the problem. The amount of physics blend on the hitting bones can be as low as 0.0001 - any amount over zero seems to generate the same behavior. If the blended limb is used to slowly push the physics object - that object might rise until it is above the limb, letting the character pass underneath it. But in general the blended limb can not push the object on X and Y unless the user gets very lucky. Usually the limb passes thru the object, maybe disturbing it slightly in the process.
In this example the state machine has been frozen so the character will slide around while in a static A pose. The majority of the character has no physics blend enabled and the collision capsule is small in radius so the arms protrude. The Left arm (from upperarm to hand) has a very slight amount of physics blend enabled.
Play the project and use the right hand/arm to push the tall cube physics object around. This behaves very nicely. The left arm with blended physics - not so much.
The project is using PhysicsCollisionHandler and the character is configured to use its PhysicsAsset.
asked Aug 15 '15 at 01:50 PM in Bug Reports
The issue of "Setting Physics Blend Weight to anything between 0 and 1" has already been reported as JIRA UE-19252 (I tried this with your sample with the blend set to 1 and it did work as expected.) Hence, I added your example and repro steps to further illustrate the issue and report that community interest has increased. You can expect this to be addressed in a near future version of the engine.
Thanks for providing a great sample and concise repro steps!
answered Aug 25 '15 at 09:18 PM
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