Question about the physic materials in UE4
I have several questions regards the physics properties in a physics-material:
I know that a friction of zero is like super glue where you cannot move at all, 100% energy lost in the tangential normal direction and one is like ice without any energy lost in the tangential normal direction too (Is that right?)
I know that restitution determines the bounciness of a body - zero means no bouncy at all, one means 100% bouncy without any energy lost in the normals direction (Is that right?)
I assume that friction combine, do what the names says... how the final friction value are calculated in a collision response for two rigid bodies.
What i dont know, how does UE4 calculates the "Final" Restitution Value (is it the maximum, the minimum or some average?
What friction values must i set for a static and a dynamic body, so that the dynamic do bounce 100% in a physical matter, without any energy lost and with a reflected velocity, but never ever slides along the static body?
Is there a way i can have multiple physical materials and switch based on a "On Overlap Actor" collision, so that i can have physical materials for different actors?
Thanks in regards, Finalspace
The restitution combine mode is to take the average. We haven't exposed this to the editor yet, but if there's a use case for it it would be fairly simple to add.
friction of 0 is like ice.
answered Sep 09 '14 at 06:20 PM
[Epic]Ori Cohen STAFF
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