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Rolling ball slows too much when hitting slope

Hi, as the title states my rolling ball type player character slows down too much. It used to work fine before I was messing around trying to make it come to a complete halt (which I couldn't really get to work, so I disconnected the nodes). The ball rolls down the hill gaining speed and when it hits the ramp at the bottom it should jump over a gap. This was fine but now when it hits the exact same unmodified ramp it loses soo much momentum it wont make the jump. I can't remember exactly which settings I may have changed. but here is a screenshot of the physics settings in the blueprint.

alt text

I vaguely remember a setting about slope velocity but I don't know if I read that on google somewhere or adjusted it in the editor. I hadn't noticed the change as the ramp is on my 3rd level and it was about a week ago I was working on the linear velocity.

Any help will be much appreciated as I am officially STUCK. :(

Thanks, Joe.

Product Version: UE 4.10
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asked Mar 01 '16 at 06:49 PM in Blueprint Scripting

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You know what I think I've asked this question 20 mins too early as I think I have just answered my own question. The problem was not with my sphere static mesh component, but was the other static mesh component I had connected to it. The collision was set to block all (as I was also trying to make it so my walls aren't eating half my player char) I don't know why this affected the slope velocity as they both shouldn't even come into contact with one another but hey I dont understand alot about this editor yet. :/

Now my player character feels a bit too light, strange.

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answered Mar 01 '16 at 07:21 PM

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