I have read this is normal behavior, I don’t really understand why it would be like that.
Anyway, is there a way to avoid it?
I have read this is normal behavior, I don’t really understand why it would be like that.
Anyway, is there a way to avoid it?
Hey @DEV7591!
What exactly do you mean by bouncing? You could try giving it more mass though I’m not sure that would work. Also when something is selected you can press “End” to drop it to a surface below seamlessly, if that helps!
Hey, thanks for answering.
Imagine you want a tree in your level, you would expect to have some part under the surface, the rest above the ground, when I drop the geometry collection in the scene that exactly happens as with any other mesh, but then when I press play it get repelled from the landscape, the object fly a little in the air as if the landscape would say “we can’t be colliding each other, go away”…that doesn’t happen with a regular static or skeletal mesh.
I already tried giving it a mass and it doesn’t make any difference.
Ahhh, okay, yes. Geometries are I BELIEVE part of the world dynamic collision channel, as opposed to the world static channel, and have physics and a reaction vs world static of block, so they’ll repel.
Is there a reason you need to use a geometry collection for this? What’s your use case? You mentioned a tree so I’m thinking if it’s a geometry collection I’m thinking harvestable tree for a survival game? A few more details and I think I can help out! It may not be what you want, but it would save you processing power and be stabler in the long run!
Yes, it’s a mineral vein, I initially use a regular static mesh, when the player is farming it and it gets depleted I replace it with the geometry so I can get the destruction effect.
So looking at UE survival games, is there one that you’d most like to emulate for this? For example, a certain recent creature-capturing survival game has the node spawn pieces that can be picked up and switch out its static mesh on the actor based on the remaining health %, it doesn’t collapse, probably due to this very reason. Static meshes can be enmeshed into the terrain and geometry collections can’t. I had this very issue when making pots to smash as an exercise.
Geometries are dynamic by nature, but I guess I’m confused by the issue. Is it that the destruct is giving the pieces too much bounce?
Also, do you want it to crumble and stay there forever? (you can add a timeline and material shift of alpha to fade out the pieces then destroy after it’s invisible, or after it’s destroyed do a delay and remove collision so they fall through the world then destroy)
No no, the geometry is being repelled BEFORE fracturing, as soon as I spawn it.
The fracturing process only takes place once it collides back with the ground, by gravity effect.
That’s all I want to fix, what happens with the pieces is pure aesthetics, I’m not planning the player having to grab them.
So there’s really nothing that can be done about the bounce. You just plainly cannot make them intersect because the Chaos Solver will force them apart. You have to simply figure out a way to make it not intersect with other static meshes or use a different method- that’s just how it’s hard-coded and the Chaos Solver is deep in the physics engine.
One thing I might suggest- use a static UNfractured base for the pieces, and put the “resource” (like a little copper or iron or what have you) at the top, as a second static mesh. Make those two pieces interlock. Make a fracture of the resource piece, and have THAT fracture but leave the static base that can be in the terrain alone (you can then have it fade out or despawn etc). Unfortunately, making the entire node be a geometry collection means it can’t intersect with the ground as a fundamental part of the code.