CCD vs non-CCD Performance/Collision Issues
I have a physics-based mobile project I'm working on. If anyone has ever played the milkcaps/POGs game, you'll understand the game dynamics. Two people put in an equal amount of milkcaps/POGs into a stack (usually 20). Each player has a slammer and they take turns trying to flip over the milkcaps.
I have the gameplay pretty much completed, except for a couple of issues I've been trying to iron out.
Video: Non-CCD Sample clip
I have CCD turned OFF for both the stack and the slammer (red object). I have "multi-body overlap" and "trace complex on move" turned ON for all stack objects and the slammer. However, after throwing the slammer, it will end up going through most, if not the entire stack below. Performance and reaction wise, it works really great, just that it goes through the entire stack.
I have CCD turned ON for only the slammer (red object). "Multi-body Overlap" and "Trace Complex on Move" are also still enabled on both. It doesn't go through the stack anymore, but it pancakes the stack more often than not and partially ruins the gameplay.
I have CCD turned ON for only the stacked objects on the ground. "Multi-body Overlap" and "Trace Complex on Move" are also still enabled on both. With this the slammer still goes through the stack more often, but it pancakes the stack to the point the game isn't playable.
I have CCD turned ON for both the Slammer and each stacked object below. As you can see, the performance goes way down to the point of it being unplayable. The stack just completely pancakes below the slammer and it renders the the gameplay completely useless. "Multi-body Overlap" and "Trace Complex on Move" are also enabled on both.
Here are all of my other collision settings for both object types (disregard CCD settings in image and view videos above to see how the different CCD settings affect the game).
Anyone have any ideas on what I could do?
asked Mar 04 '18 at 09:41 AM in Blueprint Scripting
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