I created a character Blueprint with a rolling-ball move inspired by the Rev Roll from Pac Man World 2 (seen here). This move works well on my desktop PC, but on my laptop I’ve been finding that it can consistently cause the character to clip through sloped surfaces at certain angles, such as this one:
On the frame the Rev-roll is initiated, these things happen:
- The capsule collider’s ‘simulate physics’ option is turned on
- The capsule collider’s half-height is reduced to its minimum value, effectively making it a perfect sphere
- The character is offset in the world by Z -35 (With sweep TRUE). This is necessary because otherwise when the capsule collider’s half-height is reduced, the character is in mid-air when they start rolling
- The character, now using physics simulation, has an impulse of 4000 applied in the direction of the roll
It seems that the cause of the clipping is the combination of high speed from the impulse and the sudden world offset. Reducing the strength of the impulse does make the clipping occur far less frequently, but I don’t want the rev-roll to be too slow.
Is there a way I can do the steps listed above in a way that will have more consistent physics, or can I change the way physics are calculated so that they are more consistent across hardware?