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"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?

Product Version: UE 4.12
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asked Jun 21 '16 at 11:25 AM in Everything Else

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avatar image Alex Chozabu P-B Aug 03 '17 at 03:47 PM

I think this may be the same issue I have encountred here: https://answers.unrealengine.com/questions/676943/corrupted-collision-jitter-bugissue.html what do you think?

avatar image Spishy Sep 07 '17 at 01:51 AM

I too, am having this issue, and I'm using 4.16.3.

avatar image Alex Chozabu P-B Sep 07 '17 at 08:56 AM

solved, see answer below -I should have posted it days ago

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Solved! ~This is a bug with PCM.

it can be disabled by searching for PCM in project settings.

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answered Sep 07 '17 at 08:55 AM

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Alex Chozabu P-B
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avatar image Alex Chozabu P-B Sep 07 '17 at 09:19 AM

weird, I cant mark this as accepted...

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