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"

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

alt text

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.

alt text

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

link text

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

alt text

Product Version: UE 4.10
more ▼

asked Mar 17 '16 at 12:32 AM in Bug Reports

avatar image

13 4 5 8

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

1 answer: sort voted first

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.

alt text



physconst01.png (400.4 kB)
more ▼

answered Mar 18 '16 at 03:37 PM

avatar image

41k 1009 183 494

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.

alt text

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.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

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

Answers to this question