[Closed] Velocity issue
I'm trying to rely on velocity to know when an actor is moving so that i can stop the walking animation, but when pushing against physics objects, even if immobile, the velocity is quite high, it is fine with static meshes such as walls
As an example there are parked cars in my level, if i walk and push against one my velocity will stutter from 0 to 15+ making my animation go from idle to walking in a quick succession, the cars have suspension and have subtle motion when pushed against, this is probably what is causing the velocity spikes
Meanwhile, is there another method to detect if an actor is moving, that is more accurate?
asked Jan 28 '16 at 11:36 AM in Bug Reports
The question has been closed Apr 01 '17 at 02:22 AM by KhenaB for the following reason:
Thank you for the report. I was able to reproduce this behavior so I've created JIRA UE-26144 in our tracking software. Our developers will be investigating the issue further.
As a workaround, you could set the vehicles to stop simulating physics when unpossessed. If anything needs to happen to the vehicles like blowing them up, you could always set simulate physics to enabled again right before the event.
answered Jan 28 '16 at 03:35 PM
TJ V ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here