How to Improve CCD For Small Objects?
I am developing a physics based pinball game and I am trying to correctly set the physics simulation.
The simulation is fine when the ball collides with the flipper most of the time; but, at the tips of the flipper, as it is thinner, it does not act as desired.
I have tried to solve this issue according to this question but I could not make it work for myself.
The flipper is a static mesh with mobility marked as Movable.
The flipper's collision complexity is Use Complex Collision As Simple
The ball is also a static mesh and has its mobility marked as Movable in its blueprint. It also has sphere simplified collision. CCD is checked.
I use the default Engine - Physics settings in Project Settings.
Finally, this is the size comparison of both static meshes.
How should I approach this problem? I have looked at some questions and posts as I have mentioned before but I couldn't solve the issue. If I need to modify the PhysX, UE4 uses, how do I do that?
The solution I have found is to generate collision instead of using the Use Complex Collision As Simple. The physics simulation works as desired now.
Although the mesh itself is convex and rather simple - It has eight vertices -, the collision behavior differs between mesh complex and UE4 generated simple collision when collided with sphere simplified collision. It may be the case for other collisions as well but I cannot say without testing and/or seeing the source code.
Plus, I have forked the UE4 repo and I am currently learning to create my custom UE4 development environment. For more information related to this, visit this unreal engine forum.
answered Feb 13 '19 at 06:29 AM
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