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Dampening not applied after collision

Hey,

I have an actor which moves around by applying AddForce in the relevant directions if no forces are applied after some time dampening slows the actor down until it stops. However, this is not the case if two actors collide, what happens is that the first actor very slowly moves in the direction of the contact normal forever and dampening doesn't slow the objects movement to a stop.

What's the reason for this? It works fine when using AddForce and I would have thought dampening would always be applied.

Would appreciate any input,

Thanks.

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asked Jun 24 '14 at 08:11 PM in Using UE4

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Maddius
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avatar image Ben Halliday STAFF Jun 24 '14 at 08:31 PM

Hey Maddius,

Would you mind showing me how you have your dampening set up for your Actor? Is this a rolling ball? When it collides, is it colliding with another moving Actor, or is it rolling along a Stationary mesh?

avatar image Maddius Jun 25 '14 at 01:22 PM

I have attached an image of the two actors properties, hopefully this is what you require, if not just let me know.

One actor is a planet so its a large sphere and the other actor is a space ship (Basically three cubes connected by a rod)

The game is set in space so I have disabled gravity within the project settings by setting the value to zero.

Thanks

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actors.jpg (421.6 kB)
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1 answer: sort voted first

Hey Maddius,

It sounds like you're running into the issue described here:

https://answers.unrealengine.com/questions/55698/sphere-physics-infinite-ball-rolling.html

Our developers are looking into possible solutions. Please feel free to post on that thread to discuss workarounds in the meantime.

Best,

Ben Halliday

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answered Jun 25 '14 at 04:08 PM

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