"Perfect" sphere collisions causing bouncing
We're currently working a multiplayer title in which the players take control of a ball by enacting physics upon it to move (torque and impulse work quite well!)
However, we've noticed that when moving on a flat plane, the balls will 'jump' automatically, seemingly at random. Suspecting a collision resolution issue with the static mesh we were using, we temporarily switched to a sphere collision component and ended up with the same results.
What are we doing wrong?
asked Feb 19 '16 at 01:32 AM in Blueprint Scripting
So I actually solved this myself, years later - Using BSP's for one reason or another causes physics inaccuracies; Switching to static meshes removed the bouncing entirely.
Also hello, strangers from google search results.
answered Apr 22 '18 at 04:26 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here