Hi there, I’ve been making a game for a while and this problem has always been present but I never been able to find a definitive solution.
When the player stands on a physics object and moves around, the outcome is quite unexpected most times. Depending on the scenario the object will launch at unreal speeds, maybe the character will do so and if the physics object is on a moving object and the character steps in it gets even more unpredictable. It seems to depend on several things, a few of them are framerate, collision complexity, if the player has enabled physics interaction, if the player or the object or both have CCD activated. The outcome changes depending on these variables but no matter the combination something undesired will happen which in some cases shouldn’t even be possible hypothetically.
For example: https://streamable.com/5uk6j
In this video althought the recorded framerate is low, the game is running at 60fps, character movement component has physics interaction disabled, its collision and the objects had CCD enabled and even though they shouldn’t be able to interact on collision contact, the object reacts every time the players steps out from an specific angle of the object, which doesn’t have a very complex collision I believe:
Anyway I hope I can get some input in this, physics are a very important part of my game and its reaction to pawn characters must be as accurate as I can manage, I’m in 4.20.2 by the way but this problem has been present since 4.18 as far as I can recall.
Sorry if this exact question has been resolved already, I searched for a while and saw similar threads, some of them with solutions but none worked for me so there you go, any input given will be appreciated.