I seem to be having an issue related to this [question][1]. I have a simple see-saw style balance beam setup using a physics constraint. When an object is dropped too close to the balance beam, it either passes through or gets stuck partway through. If I drop the object from just a little higher up, it collides normally like it should. I have CCD enabled for both colliding meshes, and I have substepping enabled as well. I have also tried to detect when the intersection occurs to try implementing a workaround, but calling GetOverlappingActors or GetOverlappingComponents on either actor never returns the overlapping meshes. Is there a way to fix this or is this just an ongoing systemic issue that we have to live with for now?
Here’s some before and after images:
Before the drop (the black cube is the actor I dropped):
After the drop (the black cube is now clipping the balance beam mesh):
If you go to
Edit > Project Settings > Physics
and change the values, this might fix your problem.
Focus on “Max Depenetration”, “Min Contact Offset”, and “Max Contact Offset”.
Max Depenetration Velocity is the max velocity the two objects will separate
When two meshes overlap by more than the min contact offset and less than the max contact offset the game engine will apply depenetration velocity to the physics objects.
I’ve been trying to figure this out myself for a while now, hope this helps even if it is ~4 years late.
In the new mess they named Chaos, you cant even think about getting a seesaw going in the first place
If you have to have one, code it up manually and impart physics on the boxes to fake it.
But the swesaw itself would likely just need to move entierly by math.
Which ofc means making a thing where you improvise a seesaw as a gameplay element is not possible…