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Difficulty detecting collision between motion controller mesh and small physics object.

I have a mesh attached to my motion controller in the player pawn, and I am trying to knock around a physics object with it.

This works fine if I'm slow and intentional about my motions, but if I move quickly it will go through the physics object without detecting any collision.

I have CCD turned on, but this is the only thing I know to do to improve the issue. I'm not sure if there is another way that collision detection can be improved in these situations, or if this is a problem unique to working with motion controllers (maybe the updates are just snapping the controller mesh to various new locations without providing interpolation data for CCD?).

I'm looking for solutions that I could try without using C++.

Product Version: UE 4.9
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asked Sep 23 '15 at 09:53 PM in VR

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avatar image LokiDavison Feb 15 '16 at 06:10 AM

Have you found a solution to this? I'm contemplating ray cast to my previous frames location.

avatar image Davision Apr 22 '16 at 06:27 PM

I think instead of attaching that mesh to the motion controller you need to do set location every tick to the position and rotation of the motion controller with sweep on. But your mesh will then lag behind because of the low latency of the motion controller. So the best might be to make the visual mesh attached and the collision of the mesh separate with set location.

avatar image LokiDavison Apr 19 '17 at 06:33 AM

i've got the same issue with current UE versions.

avatar image iamshaneihaveaface Jul 31 '17 at 05:58 PM

I'm having a similar issue in 4.16 that I believe are caused by the same thing. Did anyone ever find a solution to this? I have CCD enabled and substepping enabled as well.

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