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