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Fly-away physics collision trouble

Hello UE4 community,

I'm hoping to get some help on a (probably simple) physics issue. I've been (self paced) learning UE4 for a while now, but haven't really used physics before.

Scenario: Scattered physics objects in a level that should be able to be "pushed" or "nudged" by the player capsule or projectiles.

Problem: Sometimes when the player walks into the physics objects scattered around the level, the object or player "flies away" at extreme force. This also happens occasionally when two physics objects collide.

Actors: FPS player/capsule, small cubes launches as projectiles that scatter around the level, some interactive props (a cart, some melons & pumpkins).

I've attached screenshots of the physics and collision settings. Can anyone offer any help?

Charcter Capsule

Character movement

Cube prop projectile

Scenery prop

Product Version: UE 4.21
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asked Dec 15 '18 at 12:41 AM in Blueprint Scripting

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Hello LoneScrapBot,

Just spitballin' here - but I noticed that your Character capsule has a mass of 238kg while your movable prop has a mass of 495kg. Have you tried adjusting the mass of these entities?

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answered Dec 15 '18 at 01:33 AM

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Alex O ♦♦ STAFF
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avatar image LoneScrapbot Dec 15 '18 at 03:48 AM

Hi Alex, thanks for your reply. I did have a play around with mass, but it didn't seem to make a difference to that behavior. The smaller props (also spawned as projectiles) have a mass of 2Kg. Both those and the player can send the 495Kg prop flying like it was a tiny rubber ball.

Could it be that objects stacked / pile on top of each other are interfering with / multiplying force responses? As far as I can see any time it happens there is a pile of objects stacked on top of each other.

avatar image LoneScrapbot Dec 15 '18 at 05:50 AM

I have reduced the push force factor from 750k down to 500. Things seem a lot more normal now. Not sure if that setting was default in the FPS template or if I had accidentally overwritten it.

Adjusted Push Force in Character Movement

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In my case I had a projectile and of course its target, when it hits its target the target go crazy(rotation wobbling), besides the huge bounce that happen. I just set up overlap instead of collision, enabled CCD and Trace complex on move. Now it is working as expected, at least for my game. Hope it helps.

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answered Jun 02 '19 at 02:25 PM

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