Has anyone here ever tried to create large physical objects with multiple child StaticMeshes? I have such an object, about 30 meters. I notice very strong shaking of the child meshes if I try to move such an object by physics. This is much more noticeable if I rotate the object and a little less if I just move it.
Apparently, this is not a problem of lagging location and rotation for the component itself. Something is happening to the mesh itself. And it becomes stronger if the object moves away from the origin.
After that, I noticed that moving the pivot of the mesh to the center of this mesh reduces the shaking. But it does not completely eliminate the problem.
The same here. I have a locomotive with dozens of attached staticmeshecomponents to it and have the same tremor on them. I don’t think the problem is in collisions, because I don’t have them on almost everything there. Should be smth different.
UPD: Also I should mention I move the whole actor and staticmeshcomponents separately and individually with no physics, just using SetLocationAndRotation (I mean different variations of this) and the shakings are still here.
I ran into the same issue. In my case it was a frigate with many internal meshes added as static components. Most of those meshes had their pivot set in Blender to the rear‑lowest point of the ship so I could preserve transforms easily, while some props had pivots closer to their own geometry.
When the ship swayed in the water, the meshes with pivots near their geometry moved smoothly, but the ones with pivots far away from the geometry jittered. Re‑centering the pivots closer to the mesh itself and re‑importing fixed the problem.
Conclusion: If a mesh’s pivot is far from its geometry, Unreal applies rotation around that distant point. Even though the math is correct, small floating‑point differences in the rotation matrix get magnified the further the pivot is from the mesh. To avoid jitter, keep pivots within or near the mesh’s bounding box, then set relative location/rotation in the Blueprint. Unreal handles that cleanly.