[Bug] Max angular velocity doesn't work
Hi. I was working on a project and noticed that when collided something on edge, angular velocity of a physics object wouldn't stay at (0,0,0), even though I set Max Angular Velocity to 0 both in the project settings and a static mesh component of the object.
Here's how to reproduce the issue.
You'll be able to see the printed value changes for a brief moment.
And one more thing; even if this turns out to be an actual bug, obviously the staff would need some time to fix it. The problem is, I'm kinda behind schedule.
So I was wondering if there is any other way to have a physics object ignore its angular velocity when hitting something so the velocity of the actor wouldn't be affected by the angular velocity?
Thanks in advance for your help.
In this situation the physics here is working as intended so this is not a bug. For what you are trying to do using physics is not the best option. Using transforms with the sweep value checked would be much better. You can use ActorLocalTransform and ActorWorldTransform while using a lerp to go from one point to another over a set period. Just be sure to be using sweep with these.
answered Nov 08 '17 at 06:00 PM
Jeff A ♦♦ STAFF
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