iOS Bug?: Adding impulse to physics actors seems to have a lesser effect on mobile.
I found this bug deploying to an iPad Air or iPad 4.1 running iOS 8.3. I was running version 4.9.1 of the binary editor release from the launcher.
I have been moving a pawn around using the virtual stick and controlling it using the add impulse node to move it in the axis directions. I have found that the impulse seems to be almost halved when deployed to an ios device. E.G. it move the object at half the speed that it does on the pc.
You can try this out by adapting the "Rolling" template project and switching its "Add torque" nodes to "Add Impulse" nodes. Also set the "torque" variable on the ball blueprint to 5 or so because its huge right now and will make the ball fly out of the scene.
asked Sep 26 '15 at 06:30 PM in Bug Reports
Thank you for providing descriptive reproduction steps. I have submitted UE-21743 as the Jira for this issue. If you ever wish to check up on this issue, please feel free to reply back.
Thank you and have a nice day!
answered Oct 02 '15 at 04:42 PM
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