[Bug] Strange Vehicle Physics Bug on Spawn?

I’m having some weird glitch in my project where when I spawn a vehicle and possess it, its physics will randomly go mental and throw me all over the place. This happens for both my custom made vehicle as well as the template vehicle provided with the template.

What’s more peculiar is that this only happens on this particular map and not on the test track that comes with the template.

It didn’t use to do this, this is something that’s started to happen all of a sudden(possibly after I added sub-levels or after upgrading to 4.14.2 from 4.14.1).

Unfortunately I don’t really have any steps to re-produce this issue as I haven’t been able to fix it yet. But I’ve recorded a video showcasing the issue both with my custom vehicle as well as the template one:

https://streamable.com/phnyg

I will update this if I manage to figure out what’s going on.

Edit:

Forgot to show the warning it’s giving, but it’s the typical “Attempting to move a fully simulated skeletal mesh [MeshNameHere]. Please use the Teleport flag.” warning that more or less always show up since 4.14.

I’m not trying to move nor rotate the mesh, as you can see in the video all I do is spawn it.

Update:

I may have found a fix for this. Originally what I did was I spawned my vehicle via a Widget BP and possessed it via that using GetOwningPlayer. I disconnected this logic, and moved it to the level blueprint*(note: this is a sub-level)*.

I have not yet been sent into space, but usually it would break the physics every 3rd time I played in the editor. Now I’ve been able to test several times in a row without the physics going all wonky.

That pesky warning message still shows up, however. Is there a way to suppress it?

Hello ,

I’m glad to hear you found out how to fix your main issue. Thank you for providing information that explains how you fixed it.

As for the warning, this seems to be coming from the Spawn Actor from Class node, as it’s setting a position for the vehicle which is the fully simulated skeletal mesh that it’s talking about. From looking in our database, it seems like there is already bug in for this that seems related and looks like it has been fixed for 4.15. I’ll need to check it myself to make sure but I’ll let you know.

Aye, I figured as much. Upon disconnecting that node the warning disappeared. Luckily it’s nothing major.

As for the bug that’s fixed for 4.15, is that the warning message or the physics going crazy?

The terrain is from the Wasteland pack on the marketplace if that would help reproducing it. I’ll see if I can reproduce it on my end in a new project if that’s of any help.

The bug is for the warning itself. If you could put together a reproduction in a new project that would be helpful. You could either provide the project itself after that or list the steps needed to recreate it.

I was unable to reproduce this in a new project, though I never tried using sub-levels so the issue could potentially lie in that?

I’ve re-configured my project so it produces this physics bug again and have zipped the project. Since it uses marketplace assets and a vehicle donated to my project I’ll PM you the google drive link on the forums. :slight_smile:

Interface/Menus/WBP_MainMenu
When the vehicles are spawned via this BP, this physics bug happens. Though it seems to happen every 3rd time you PIE for whatever reason.

Level blueprint for M_Wasteland_SP
Currently this is disconnected, but if you disconnect the spawning from WBP_MainMenu and re-connect this one instead - the physics are fine upon spawning.

Thank you for sending me a copy of your project . From looking at the two methods of spawning you mentioned and at what time they’re happening, it seems from the surface that they’re happening at the same time, but there is a small difference and that small difference is actually major. It seems that when you spawn the car from the widget, sometimes (due to variable load times) the vehicle ends up partially inside the landscape as it is being loaded before the landscape. When the landscape appears it tries to force the collisions apart and then it all goes haywire. You can test this by just adding a delay before the vehicle spawn in the widget.

Since you’re using level streaming, you should be able to make use of the “Is Level Loaded” boolean, which can be retrieved from using “Get Streaming Level”, to determine when the level has finished loading instead of using a delay. I believe it would be better to be doing this on Begin Play in the level either way however so you may just want to stick with that.

Aye I figured it was something with the landscape but I never thought of using a delay, silly me…

And I wasn’t aware of the IsLevelLoaded boolean, that’ll come in handy I’m sure.

I’ve decided to stick with the level BP instead, if anything it just makes more sense and works a charm. Finally got the textures today so next I can work on how I’m gonna manage turreted weapons, exciting!

Thanks for the help!

That message “Attempting to move a fully simulated skeletal mesh [MeshNameHere]. Please use the Teleport flag” is still appearing in 4.15

spawn without sublevel - the same annoying warning, what can I do?

Still happening in 4.16.2. [redacted] how can we get rid of that warning!??