Collision of a sliding object on Landscape is poor
My player vehicle (hovercraft) is simulated by using a Sphere component for collision. The sphere is constrained by being locked on all axis of rotation so it cannot roll. I propel the craft by using AddForce on the sphere to "push" the craft across the ground.
This works great on a box brush. I also tried creating a complicated mesh in Blender via their sculpt tool and that seems to work well also, despite being made up of many polygons. The craft is pushed smoothly across the collision mesh without issue.
Landscape is a different story. I created a Landscape of resolution 256x256, only using 1x1 section. Even with a completely flat landscape, the craft "pops" and "catches" on this object, resulting in glitchy movement. It's as though the sphere collider is catching on the edge of polygons in the landscape.
I tried changing the landscape collision thickness but that didn't seem to do anything.
Is there anything I'm missing as far as physics setup on the landscape? What perplexes me most is why landscape performs worse than an imported static mesh. I'm using CCD on the craft and I have sub-stepping enabled.
asked Jun 11 '14 at 04:41 AM in Using UE4
Since I've not heard back from you in a few days I'm going to mark this as resolved for tracking purposes. If you're still having the issue feel free to post here and I'll assist you further with the issue.
answered Jun 16 '14 at 09:13 PM
Tim Hobson ♦♦ STAFF
I solved it. It has to do with the size of the landscape quads. I guess there's some sort of instability with collision with many quads at once. My vehicles in my game work 100x better now that I've scaled up the landscape to where the quads are bigger than the area that the tire contacts the ground. Try making a landscape of scale 100 to 300, where the quads are about 50-100 unreal units across. You may have much better luck.
answered Nov 28 '15 at 10:36 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here