Character Shaking/Skidding/Teleporting on top of Small/Tiny Physics Simulated Meshes

Trying to learn how Physics Simulation is from big meshes to small ones and how can one interact with them.

Though whenever I try to stand on top of very small meshes with simple capsule collision, my characters starts Shaking/Skidding/Teleporting/Goes crazy:

I have tried setting the linear/angular damping but was of no use.
As I am using the default ThirdPersonCharacter, I have tried changing “Player Movement: Physics Interaction” settings (some values such as down force and push force did make some different but wasnt able to fix it fully).

Here are my mesh collision settings:

Here is my mesh physics/collisions settings in my actor bp:


Low value mass causes too much shaking and high value mass causes teleportation but no shaking:

I know well that one should not be doing this for production and should just ignore character for such meshes but i would like to have an idea of how far physics simulation can be taken for small/tiny meshes when interacted with character.

Set them overlay with pawn in object collision settings, turn on their simulate physics. Increase the “repulsion force” in the character movement component and set overlay that type of object (in that case “world dynamics”). Voila… Now you have AAA physic object like in The Division and Snowdrop engine :stuck_out_tongue: Small things should not interfere with the character at all.

Collision filtering article from 2014. Great article by the way:

Or documentation:

Right after the post I went ahead and read the collision documentation and did not find anything helpful regarding my issue.

I also tried lowering and increasing repulsion force but whatever values i try, its either the character teleports on top of meshes or stays on one but stutters/jitters/shakes alot.

However if I set the small mesh to physics only (original query and physics), instead of stepping up on the mesh, it pushes the mesh around, however as i do need query as well for linetrace, it causes some issue.

What is the issue? In the project settings, you can set your own collision profile, trace channel and how different types should interact with each other. You can separate smal physics object versus big that should collide with pawn, with or without physics, etc…
Is it helpfull?

btw: you can check this collision filtering example for small game:

Its on 4.26, but works well on other versions.
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