When developing a game to have a physics enabled rocket actor orbit around a fixed planet I ran into an issue with physics acting strangely when the rockets rotation was being set at the same time that the planet was applying a gravity force to the rocket. I narrowed the issue to the actor having a simultaneous physics force applied and rotation being set.
1. Create default project.
2. Add a new actor blueprint to the project and add a mesh component to the actor blueprint. (I used a cube)
3. Set the new actor to have physics enabled and gravity disabled. With or without gravity the issue persists.
4. Add a new actor-component blueprint to the project which will add force to the physics enabled actor. I have attached the text of my blueprint for AddForce.
5. Add a new actor-component blueprint to the project which will rotate the actor. I have also attached the text of my blueprint for RotateActor.
6. Add the AddForce and RotateActor blueprints as components of the actor.
7. Run the project in editor mode. The actor mesh will rotate correctly and the actor velocity will be calculated correctly but the position of the actor will update in an irregular fashion.
8. NOTE: If using my AddForce and RotateActor blueprints, add a tag to the actor named Mesh so that these blueprints can get the primitive component of the mesh
If needed I can provide a zip of the project file.
Issue occurs in Unreal Engine 4.16.3 on Windows 10.
Aug 04 '17 at 05:45 PM
in Bug Reports