Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Any way to get realistic ball rolling physics?

So, I have been spending the past few months trying to make a mini golf game. I am still new to Unreal and have only started learning it this summer. From the large amount of research I have done, including seeing other people post similar questions (such as one about making a billiards/pool game), it seems that there is STILL no way to get a rolling ball/sphere to behave as I would like, or in an expected manner. Simply, I want for the ball to slow down and stop at an expected, consistent rate, the way you would see in real mini golf. I have tried many different combinations with physics setting (linear and angular drag, different combinations of physics materials, etc.). Also, just to be clear, my golf ball primarily just consists of a spherical static mesh. All I am ever able to get is that it will slow down at a specific initial rate, but then the rate of slow-down will decrease, producing almost a "long tail" of decreasing velocity with no significant end, and not really an end point at which the ball actually stops. The main explanation that I have heard has to do with the contact point between a sphere and the surface of a flat ground being incredibly small, and also the physics programming that the Unreal Engine relies on does not work well with this particular situation. I also am not able to manually set the velocity of my golf ball's static mesh, since apparently that option is not exposed at all - I am using only Blueprints and am only able to get the velocity, not set it. I am very surprised that such a simple type of game, and simple type of physics situation (literally just rolling a ball and wanting a predictable, expected outcome) seems to not be possible. Before I change the type of game that I am trying to make, I wanted to ask just to be sure that this is still the case, even today, in the Unreal Engine (again, using only blueprints), and that there is no widely know and easy way to achieve what I am asking. Again, primarily I am just asking for confirmation as to whether or not this problem that I mentioned exists today, although if it does not still exist then I would greatly appreciate being pointed in the right direction for what the fix is. Thank you in advance!

Product Version: UE 4.16
more ▼

asked Dec 18 '17 at 12:13 AM in Using UE4

avatar image

6 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question