Trying to stand on an object with physics enabled using the default third person template causes some very weird behavior. The object and character will jitter wildly and launch either one far away. This happens at any size and weight.
Disabling character mesh collision completely and messing with movement component settings helps. But I tested this in both version, with everything on default, and it doesn’t happen in 4.21.
Thanks
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Thanks
Hi, have you found any info on this?
I am also struggling with characters standing on physics objects. Especially for small ones (like apples) it’s really annoying. Where the character should just push away the apple, he steps on it and starts glitching around.
EDIT: sometimes it even causes smaller physics actors to glitch through terrain, which is also kinda gamebreaking…
In version 4.23 it’s still not fixed. It works as it did in 4.21.
There are some settings in Character Movement:Physics Interactions to help the issue but it’s still buggy.
I would probably disable physics interactions completely and add a collision capsule with overlap events or a sphere trace that would add a force at the hit location of whatever you touch. You would have to look up the formula to find the force of the impact (in kg cm / s^2)
Actually I only need things to have gravity, maybe I should just disable collision between pawns and the physics objects. That would solve things for small items, but some bigger things like boulders need gravity too and it would look weird if players were to run through them…
Disabling physics interaction in the capsule movement component does not disable collision. The player would still collide with stuff but they won’t be able to push objects.
This actually helps a lot with the glitchiness, thanks for that!
Although, I’d still prefer it to just be not that glitchy at all…
In character BP - Charactermovement comp under physics interaction I changed “Standing downward force scale” to a small number like 0.2 and I seems to working well. Also increasing the mass of the physics object and making sure its collision has “can player step up on” enabled if its a small object.
THANK YOU! Just what I needed!
You have no idea how long I’ve had this problem and this instantly fixed it. A sencere Thank you to you sir
Thank you sir. You are Savior.
Wish you have a wonderful day.
Thanks so much for this!
“I’ve already tried adding another collision mesh, which was the best solution, but it had its own disadvantages. All other larger items felt weightless, and small objects could clip through the walls.”
Maybe this will help someone, but this is not what I am looking for.
Had anyone found any better solutions? The another collision mesh did not work for me at all.
Same problems:
- Character jitters on small objects
- The objects sitting on start going through the terrain
- Tried increasing their mass, ‘character can step on’ false, disable physics interaction the the character movement component
Always when the object is small and the character ends up on it (even when falling from a ledge on it) the physics is weird and it jitters.
What happens if you try and stand something like a lab test tube on something else? (Note for edjits… a lab test tube has a round end, so it won’t be able to “stand" on anything without a holder)
Essentially that is exactly what you are asking the engine to do when you use the character blueprint.
Complaining that simulated stuff “moves" makes little to no sense. If you don’t want items to move, then you have to disable the physics interaction with the character capsule…
That doesn’t mean you can’t still interact with objects - you just have to have the mesh interact with them rather than the character capsule.
I’ve tried all the solutions provided. They didn’t work.
This is what finally fixed it, on the object that has Simulate Physics Enabled change these settings:
mass: 1000 kg (mass must be ticked to edit the value) & angular damping: 1.0
@AssemblerJohn it looks like angular damping is required too?
The Unreal Character Controller is best used for first person shooter type games. The Character class does not run “regular” physics; it’s hard-coded to take a bunch of special paths to make character control “feel right” for a certain kind of game.
I would recommend building your own PhysicalCharacter Pawn subclass that does not include Character. Unfortunately, this requires replicating the CharacterComponent for all the animation states, as well as the networking optimizations (if your game is networked) and all the rest – Pawn is quite spare on its own.
@Bailey1 Even with a mass of 10000kg and both angular/linear set to 1. When the character stands on it it jitters very weirdly.
As you can see in the vid, happy feet, jittering, throwing around. I’ve tested everything, mass increase, disabling the physics interaction from chatacter movement component. Standing still created issues.
What I’ve tried and ‘seems’ to work (until proven otherwise) is that if you DISABLE the collision between the character’s CAPSULE and ‘PhyicsBody’ (in the physics matrix settings) it seems that makes the objects around only interact with the CharacterMesh → Which in turn being a kinematic object throws everything around, just like I want it.
