Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

[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?


Product Version: UE 4.10
more ▼

asked Jan 28 '16 at 11:36 AM in Bug Reports

avatar image

103 7 12 18

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The question has been closed Apr 01 '17 at 02:22 AM by KhenaB for the following reason:


1 answer: sort voted first

Hi KhenaB,

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.



more ▼

answered Jan 28 '16 at 03:35 PM

avatar image

41k 1009 183 494

avatar image KhenaB Jan 28 '16 at 11:40 PM

Unfortunately this isn't possible since i want the vehicles to have suspension and react to the player jumping on them even when parked, actually they are always parked since they're wrecked cars


avatar image KhenaB Jan 29 '16 at 11:42 AM

Here's another example where velocity is inaccurate, when the player is stepping on a slope it adds to the velocity even if immobile and makes my player go into walk mode

I really need an accurate method to detect if my player is moving

avatar image TJ V ♦♦ STAFF Jan 29 '16 at 04:07 PM

Okay, thanks for the example gif. I'll make sure to include it in the JIRA report.

avatar image zeroexception STAFF Jan 29 '16 at 06:01 PM

It is expected that the character has zero velocity when walking against static geometry and doens't make any forward progress. It sounds like you are seeing that.

As for pushing against physics objects, this is likely due to small movements between impacts, so that with high acceleration the character tries to move at a high velocity, but then makes less progress on impact, but then avoids impact again briefly and accelerates higher again.

My suggestion if this is a problem is to use the result of GetPhysicsLinearVelocity() on the capsule instead, as that is a velocity calculated based on the distance/time within the phsyics scene and has less to do with our desired instantaneous velocity which is more what you're seeing.

I don't have a good explanation for the case in the gif you provided. However checking physics linear velocity should be stable there.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question