Object stops bouncing too early

Hey there,

I have a ball with adjusted physics material properties that is intended to behave like a basketball. When I drop it from a height, the bouncing looks great expect that it seems to stop after a few bounces. There’s a [similar post about the same topic over here][1] , and here is the gif of the same problem:


Is there a max amount of collisions to set somewhere? I know that exists in Cascade, but I can’t find an option for it with static meshes. Thanks!

static meshes have no collision material and is only there to texture the basket ball. Increase the maximum amount of bouncers.

Not sure I follow. Static Mesh components do have a whole collision section to them including adding a physics material. I don’t know how to “increase the amount of bounces”.

The root component has a whole collision component and texture component to them. You should only have one collision mesh that is directly on the basket ball, then you will need someone else to figure out where the physics engine is for the basket ball and the setting to adjust. Where is you physics engine for the basket ball?, you take a screen shot of it.

I’m just using the default UE4 physics. The settings for the root component are inherited by the static mesh component that has “Simulate Physics” on it.
I found out the answer, and I posted it here.

Thanks to the lovely 0lento on the unreal forums, an answer was found. Turns out you need to go to Project Settings → Physics and change the Bounce Threshold Velocity to something lower than the default 200. This is the minimum amount of velocity needed for an object to bounce. Setting it in the 50-100 range made everything look good, as well as maintained simulation stability.

Hey! Create a Physical Material: Set Restitution = 1 and apply it to the “bouncing Surface” Have fun :slight_smile: