Angular velocity is being dampened despite 0.0 angular damping

Hello. I have a problem with body rotation - its angular velocity is being dampened despite angular damping being set to 0.

Steps to reproduce:

  1. Create an empty level.
  2. Add an empty actor.
  3. Add Box Collision to the actor above, check ‘Simulate Physics’, set ‘Angular Damping’ to ‘0.0’, uncheck ‘Enable Gravity’.
  4. On the BeginPlay event, set angular velocity to 180.0 degrees on the Box Collision Component.
  5. On Tick, print debug text with angular velocity.

Observe how angular velocity is decreasing. The same with a round Capsule Collision Component.

What am I missing? Using UE5 EA.

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Additionally, if angular velocity is nearly zero, applying small values of linear velocity has no effect.

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same here, quite annoying. There are not a lot of variables involved at all.

I have actually solved this - an instance of a PhysicalMaterial with Sleep Linear Velocity Threshold and Sleep Angular Velocity Threshold (and maybe other sleep parameters if desired) needs to be created and assigned to your physics body.

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Nice
And have you tryed this? (Static Mesh Component Details Pannel)

I’m not sure at this point, but I’m quite confident I’ve tried those parameters before resorting to a solution with a higher complexity, which was applying the physics material. Also, please note it was UE5 EA, maybe the problem is fixed in the newer version.

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Marvelous. I spent a couple of days looking for the reason why my object automatically stops at low angular velocity values ​​and does not continue to rotate. I dug through all the project settings related to physics. I didn’t find anything and was already thinking about doing “my own physics” (rotating the object by a small angle on my own), but the solution to assigning the material helped. Now the object can rotate at very low speeds. (I hope Google Translator translated it clearly enough)))