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physics constraint strange behavior

Hello, I was doing a quick test of ways to do rope swing mechanics, first thought was to try using physics constraints so the physics do the swinging

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after that I used this quick set up to see if this would work for a way to get closer or farther from the rope's origin as if you were climbing it up and down.

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At first it seems like it was slowly working but then i get this behavior

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the constrained actor advances until a certain point then it jitters and doesnt advance more, the thing that scratches my head is that moving the cube torwards the constraint location seems to do the desired effect, but my intent is to pull the cube from any place. Here I add the physics constraint settings in case I messed them up in a way that causes this, I dont know much about physics constraints so I cant tell whether this is normal or a bug. so someone please clarify if posible. alt text

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Product Version: UE 4.10
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asked Mar 17 '16 at 12:32 AM in Bug Reports

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Hethger
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Hi Hethger,

Make sure to set the Cube mesh to the 'finish-reeling' position and then set the 'Linear Limit Size' to the starting position. Set the default value for the Float variable you are using to the same value.

I just tested this in 4.10.4 and it works for me.

Let me know if this fixes the issue you are having or not.

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Cheers,

TJ

physconst01.png (400.4 kB)
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answered Mar 18 '16 at 03:37 PM

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TJ V ♦♦ STAFF
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avatar image Hethger Mar 19 '16 at 08:31 PM

Hi thanks for the answer, I tried this but it is pretty much what I did in the video, where I had to do this work around of putting the cube next to the sphere so the cube was able to get close to the sphere when the limits decreased ¿Are you able of putting the box in other starting point and still near it next to the sphere using this method?

avatar image TJ V ♦♦ STAFF Mar 22 '16 at 08:11 PM

Not using this method, because the linear limit will be from the starting point of the constrained object, not the physics constrain itself.

Instead try using the Linear Velocity Drive with the 'box' set to not simulate physics on start. Then on key press, simulate physics to start the motor.

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physconst02.png (80.8 kB)
avatar image Hethger Mar 23 '16 at 12:12 PM

This kind of does it but it produces new undesired efects, I've opted to discard the use of physics constraints for what I intend to do, either way thanks for the help.

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