PIE error on simulate physics

启用’模拟物理在所选物体右边的detial里面

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Hey guys.
Receiving this error and i have no idea how to fix it…
“PlayerSpawn1.CollisionComp has to have ‘Simulate Physics’ enabled if you’d like to GetMass.”
and
“PlayerSpawn2.CollisionComp has to have ‘Simulate Physics’ enabled if you’d like to GetMass.”

My Simulate Physics is turned on in my Character blueprint class and the game is working as intended, but this error is constantly firing in my log.

Any idea how to solve?

Hey mate, I my simulate physics option is already turned on (for my mesh).
Does anyone know what PlayerSpawn1 and PlayerSpawn2 is referring to?

Hey mate, my simulate physics option is already turned on (for my mesh).

The error refers to PlayerSpawn1 and PlayerSpawn2 - does anyone know what these are?

Could you send a screenshot?

Here is how my character blueprint is setup

And these are the errors

Looks like you need to click on your collision components in the Character BP and check “simulate physics” on those components as well. Each component of your character can simulate physics, so if you are using a component like a “collision” volume and simulating physics on “Hit” events with that volume it needs to be set to simulate physics, this is NOT the same as the “mesh” simulating physics. If you use “Hit” events on the mesh it needs to simulate physics. So it seems your mesh is simulating physics but one of your collision volumes you are using to simulate physics in some way without having the box ticked. That would be my guess.

Also the first error is different. That has to do with collision settings. So you need to check your collision settings and make sure they are set to “query and physics” if you would like overlap and hit events to fire. Query only option is not compatible with physics simulations.

Hey thanks for your response.

Still getting the same errors unfortunately; here’s what I did:

So I checked the model I’m using and went to where (I assume) the physics was being handled.
Here’s what it looks like:

I’ve turned simulate physics on for all the capsule shapes, as well as the mesh component in the blueprint. I’ve also turned off generate hit events where ever I could find them as they weren’t needed.
Tried to turn on physics for the capsule in the blueprint however my character bugs out; hovering above the ground in a constant falling animation loop (no matter how small or large the capsule is).

With collision settings - they are set to CharacterMesh, and I am unable to change from Query only to Query and physics.

Nor sure what’s going on with your capsule. Possibly bad placement… does it start overlapping the ground slightly or something? As for collision, in your first screen shot, right side panel under “physics” tab is a tab for “collision”. That must have physics enabled for anything to simulate physics. Even if you tick “simulate physics” if the collision isn’t set to accept physics input nothing will happen. So check the character blueprint collision tab and make sure it’s set to query and physics.

Maybe try changing Collision Enabled from Default to Ragdoll or Physics only (no Query collision).

I’ve changed the capsule size (whether or not it’s touching the ground, or super small) but that does not seem to make a difference.

When you say character blueprint collision tab - which component are you referring to? On my Capsule (inherited) component, the default for collision is set to pawn and it is query and physics (though I am leaving simulate physics off on the capsule as that creates undesirable behaviour.)

For my mesh, the only way my character seems to be able to work and animate is if it’s collision preset is set to CharacterMesh. Any other mode and my character flops to the floor. On the CharacterMesh mode however, it is set to Query only, and I am unable to change it.
As for the mannequin physics tab, I don’t see any options there regarding Query and Physics.

What are the presets under “character mesh”? That’s a custom collision preset you created?

Not a custom one.
Here’s the tutorial I built my character off: BP 3rd Person Game: Introduction | 01 | v4.8 Tutorial Series | Unreal Engine - YouTube
And a snapshot of my current collision settings:

So, you can’t change “preset” collisions in a BP, only from the project settings menu. BUT you can just change it from character mesh to “custom” it will keep all the current defaults you have set but it will allow you to change collision settings So just make it custom and change collision to query and physics and see if that helps.

Hm ok. I tried that, but when I go to custom mode and change the settings to anything other than Query Only, the character flops to the floor. Also, even with these settings on (physics and query) the same error messages are still firing.

By the way, thanks so much for replying to these - I really appreciate you going through the problem step by step with me!