Character ragdoll falls through floor sometimes (UE4.8.3)

Hello everyone, I am having a problem which my character, when ragdoll is turned on, falls through floor sometimes. Thank you in advance if anyone can let me know what is wrong; I believe it has something to do with my character’s physics setup.

I manage to create a simple project (based on the Side Scroller template) which demonstrates the problem:

  1. Create new project (C++ / Side Scroller / Mobile/Tablet / Maximum Quality / No Starter Content)
  2. Name the project test1
  3. Replace test1Character.h and test1Character.cpp in \test1\Source\test1\ with the attached test1Character.h and test1Character.cpp
  4. Build test1 in Visual Studio
  5. Open test1 in Unreal Editor and ignore the “Failed to find” errors because the mesh is not yet in the project
  6. Import attached test1.fbx to /Game/SideScroller/Character/Mesh/ in Content Browser (“Import All” with default settings)
  7. Save, close and reopen test1 in Unreal Editor
  8. Open test1_Physics_Asset, remove the primitive at Joint1 and make the primitive at Joint0 match the sphere mesh

Although the mesh is only a sphere, I have to make it a sketal mesh to ensure that the problem occurs to skeletal meshes.

Reproducing the problem:

When you hit play in the editor, the Mannequin is replaced with the “sphere character” and physics is turned on. Mouse-click or touch will “add impulse 5000 units vertically” (see function TouchStarted in test1Character.cpp). The sphere goes up, falls and collide with the floor.

Now, try double/triple click or touch so that the sphere goes higher than the ceiling or the wall in the background. I find that sometimes the sphere will fall through floor, but not always. If I make it way higher, it always falls through floor. Can anyone explain to me what is going on?

do you have Use CCD checked in the collision settings? continuous collision detection usually keeps objects from going through the floor at high speeds.

Omnicypher, thank you. That is exactly what I need.