I have weird physics when I load a level from blueprint
I've been following the Udemy course about UE4 C++, but in the course (UE 4.11), the instructor isn't facing this weird problem. If I play the map directly, physics work fine, but if I start the game from a menu and load the map with "Open level" blueprint node, I experience really weird physics.
In the video I show first the physics working fine loading the level directly and then showing the weird problem I am facing loading the level from a widget menu.
Not sure if this is a bug or something changed from 4.11 to 4.14 that can cause this strange behavior, so help!!
As extra, the blueprint I use to load the map:
asked Nov 29 '16 at 03:55 AM in Everything Else
I've fixed it by setting the SimulatePhysics to false in the blueprint by default and adding this, physics are only enabled after the level is loaded.
answered Jun 03 '17 at 04:50 AM
I am probably doing the same course you are doing right now.
The problem was opening the level through Blueprint. Apparently, when you do that, physics isn't loaded correctly. Probably something correlated with the runtime, but I'm not very sure on that. Anyhow, this I what I've done to solve it:
1) From the main editor, click Window -> Levels
This should appear
2) click on Levels -> add existing...
3) add the level you want to load
4) if you want to make that your main level, you can right click the level you just added and click on Make Current
When you load your level from your blueprint, the level physics should load correctly. I hope it helps, at least, maybe this can help as a start on solving the problem definitely. One thing I still didn't test is with multiple levels, so be careful about that.
Hope I helped, sorry for bad English
answered Apr 05 '17 at 04:18 PM
I'm just going to add an answer here in case it helps anyone. I had a similar problem. Crazy physics when the level was loaded in as a sub-level. In my case it was because I had simple (so bounding box) collision set on another sub-level that contained a big landscape geo. So all the physics went crazy because everything was spawned inside the collision of the landscape because it was just the bounding box. Changing the landscape collision settings fixed this (either no collision, overlap all or setting complex collision) This was why it worked fine when I opened the physics sub-level by itself because the landscape sub-level was not present.
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