Scene Component pulling on owners?

I’m stuck… Any clues to what I’m doing wrong? Or maybe it’s a Scene Component bug?

I am taking a cube, and applying upward force of mass*980 to get it to levitate. But when move that to a Scene Component the Actor/SceneComponent combo slowly sinks.

It doesn’t appear the Scene Component is adding mass. If I add a tiny amount of additional up force (E.G. Force=Mass*980+50) it will slowly decrease downward velocity, then start going up! So it’s almost like the Scene Component is giving it an initial downward boost. I tried using Set Physics Linear Velocity to 0,0,0 in Begin Play, but that didn’t seem to do anything.

89361-sinky2.gif

Actor (Floats nicely)

New Actor blueprint, added cube as root, simulate physics checked, Mass overridden, following blueprint

Actor/SceneComponent (Slowly sinks)

Actor same as previous actor with blueprint code removed and SceneComponent added

New Scene Component blueprint, with nothing changed except added following blueprint

89346-scenecomponent.jpg

Whatever is happening is between frames 1 & 2. linear velocity is 0 until frame 2 then it’s -16.331.
shrug

All physics engines are notoriously terrible at simulating equilibrium, and when they do get close it’s extremely resource intensive for what it’s doing. I would have a special “springy” state for floating that is a kinematic bone with a spring effect, then switch to real physics when it gets interacted with. Hope this helps :slight_smile: