[Question] Is there a way to set individual Physics - Solver Options parameters such as “Collision Push Out Velocity” etc. per actor ? I aim to set different behaviour for different type of destructible objects, ragdoll etc.
[Question]When the mesh is in ragdoll form and it penetrates any collision, push out velocity is too high and it causes ragdoll to jump. Is there a way to damp the velocity depends on the mesh/actor body size ?
How can I observe if the physic body is being applied push velocity at the moment or not ?
I have a single body for the M4A1 weapon. The body has a lot of primitive boxes. They are not good enough. It penetrates the collision every time when it is fallen. How can I configurate the body to find proper behaviour. Should I add more bodies and constraints to the physics asset?
I’ve seen some commits on github relating to caching of Niagara Fluids and I’d like to know more about that feature, thanks.
There are 2 types of characters in the game. One of them has backpack and the other one does not. Animations are designed for non-backpack characters. If physical animation is on for backpacked characters, backpack penetrates walls and freezes in the air.What would your best practice for the case ?
While an synchronous and 2 characters envolved animation is playing such as finisher animation, if physics simulation set on animation can not keep up synchronous anymore, espacilly when there is an collision near the animation. Do you have any practices about the problem ?
[Question] What are the Epic’s plans to release a guide or documentation on how to upgrade custom physics vehicles that no longer work in UE5? Can we expect a template or a documentation covering constraint-based vehicles?
Thank you
[Question] Now that UE5 allows the creation of massive worlds, is there anything in the works regarding space simulation, including planetary gravity and landing zones?
Thank you
[Question] In UE4, 6-wheeled vehicles needed to be based off Simple Wheeled Vehicle Component, and essential features are no longer working in UE5. Can we expect better support/performance for these types of vehicles? Can we expect that SWVC will be fully ported to Chaos?
Thank you
Are you planning to bring back the ability to rotate constraints in a physics asset? For example to allow a knee to rotate back but not forward.
[Question] In Cascade Particle System, an emitter could detect collision with a list of physical materials, and Paragon characters have a few good examples. For instance, a grenade exploding on water surface would trigger secondary emitters with water droplets. Does Niagara System come with this implementation? If not, are there any plans to implement it?
Thank you.
What are the best resources to get started with simulating robotics using Unreal Engine. I am building digital twins for my robots, what is the best way for me to learn and approach this using your platform?
Thank you
One question that’s not related to physics, maybe it falls in the “general development” category:
Is there a timeline for an option to add a video texture that is not affected by the AA settings? Other builds of UE are already doing it (ZeroDensity, Aximmetry, Pixotope). I know this can be somewhat solved by using Composure, however, that is severely limiting in comparison to just using a live video texture on a “special” cube (see Projection Cube in ZeroDensity).
Many thanks!
Hi.
My question may be simple, but I’m very new to UE and using UE5 (never used UE4).
I made a small pipe es a static mesh inside a blueprint. It has a capsule collision of course, which is set to “PhysicsActor” and the complexity is set to “Use Simple Collision As Complex”. I didn’t set up a “SimpleCollsision Physcal Material” or “Complex Collision Mesh”. Inside the Blueprint I set the “Object Type” to “PhysicsBody” and the “Mass” to 100kg (tried different values, but it makes no difference). I also switched on the “Use CCD” and the “Trace Complex on Move” (no difference if I set it to true or not).
In my Level I use a simple Landscape as floor and a floor inside a building as well (of course the floor has it’s own collision too). If I place my pipe two meters above the floor (regardless if the floor is the landscape or the floor of my building), it falls and bounces as expected. But after some “bounces” it begin to fall INSIDE the floor and get stucked and invisible for the player. This doesn’t happen all the time, but in most cases.
As I tried to find a solution for what I’m doing wrong, I noticed, that many other people have the same issues as well.
As a workaround I use a “On Component Hit”-Event and count the times the mesh will colliding (getting hits) and set the Simulate Physics to “false” after 3-5 “hits”. But doing so leads sometimes to weird fixed positions of the pipe. And I’m pretty sure that doing so has also an negative impact to the performance.
So my question: What am I doing wrong? How to set up a static mesh blueprint (Class “Actor”), properely to work with physic simulation? Unfortunately I wasn’t able to find a proper documentation for that. My Static Mesh has the following dimensions: 100x7x7 UE-Units and the collision covers the whole mesh.
I am sorry for my long and detailed question. I hope to get an answer here, because I couldn’t find any solution for my issue elsewhere.
Hi,
Is there any plan to support complex collisions with physics?
Thanks.
When the character is teleported, RBAN is set to sleeping mode although p.Chaos.Solver.SleepEnabled=0. How can i fix?
Can we expect an UE implementation of the ‘NVIDIA Racer RTX’ Extended Position Based Dynamics (XPBD) System, in the foreseeable future?
When tiny moveable objects and player character collide, unwanted situation occurs due to physics such as tiny objects penetrate player capsule and mesh then block player movement. Is there a way that simulate tiny objects do not force back to player ?
There is active work in this area, and some things you can try out in 5.1 coming up. We have the Niagara Baker that can bake fluid simulations, but it is an experimental workflow. We have a lot of other work coming up on this topic.
Is it possible to map specific part of lowRes cloth to drive specific part of the highRes cloth?