Sphere physics. Infinite ball rolling.
Maybe not a bug, but here goes.
As a disclaimer, I already looked at another similar posts and their solutions: https://answers.unrealengine.com/questions/36349/physics-ball-keep-rolling-at-slow-speed-how-to-sto.html https://answers.unrealengine.com/questions/22029/is-the-built-in-physics-good-enough-to-make-a-bill.html
In Unreal Engine 4 if you add Sphere Simplified Collision to any mesh, and then apply a force to it on a horizontal plane — it behaves just like in the real world, except for the part where it should eventually slow down to a stop — actor never looses all it's velocity. it still maintains a little "juice", and keeps rolling on a flat surface to no end (friction, damping and etc. settings do not negate this effect to a stop).
My question is not about a solution to "how I can simulate my way around this effect", but whether Epic recognizes this as something that is fixable in a near future? Because until then, say goodbye to all your billiards, golfs, bowlings and what not.
I have spoken with some of the developers responsible for Physx and they are aware of the issue. They are discussing the best solution internally. However, there is no time-frame for this.
answered Jun 24 '14 at 08:46 PM
Tim Hobson ♦♦ STAFF
You need to add a rolling friction (damping) in addition to the linear friction. Else the angular momentum will keep turning into linear velocity. Also, setting the auto-disable thresholds high will help making sure it actually "stops" when it's "still enough."
answered Jun 12 '14 at 09:07 PM
Hi all, Thanks for your patience with this one. This behavior is currently expected in PhysX. Look under My spheres never come to rest : http://www.nvidia.com/object/physx_knowledge_base.html
However, we've started a thread with NVIDIA about this and we're looking into a proper solution which is clearly needed for certain types of games.
I'll keep you posted on this, but hoping to have a solution soon.
answered Feb 09 '15 at 02:58 PM
[Epic]Ori Cohen STAFF
I know this is a very specific case but if you are working on a 2d sidescroller and are having trouble with gravity and linear dampening. Set linear dampening to the defualt and after a set delay or when they reach the ground set it to 40.
answered Aug 21 '16 at 02:24 AM
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