RigidBody goes crazy after teleport
Hey, I use the RigidBody Node in World Space for secondary animation in the Animation Blueprint of a character. The problem is that physics start to go crazy when the character teleport over a longer distance. Which makes sense becasue it tries to solve superfast movement. What is the best way to avoid this? I already tried to set the alpha of the RigidBody Node to 0 when the character moves too fast or teleports. This is working when the character moves very fast directly at the first tick but when it starts to simulate for some frames this is not working anymore. Is there a way to reset the state of the RigidBody node back to ref pose or to disable the RigidBody simulation?
asked Nov 04 '17 at 03:21 AM in Blueprint Scripting
what function you use to teleport? If its "set actor transform" with teleport ticked it will, as it is making a transform change. however if you use "teleport" function it should not apply any force to your character. if you want a cool rigid body/cloth fall of after teleport, teleport slightly off the ground.
answered Apr 14 '18 at 05:36 PM
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