Get Physics Angular/Linear Velocity nodes don't work for Bones in UE5.4

These nodes Get Physics Angular/Linear Velocity worked just fine in all UE versions.

Now they always return 0,0,0 if you put Bone Name. Works fine without Bone Name (for a Root Bone) though.
My nodes was used to get velocities of car wheels (car is skeletal mesh). Now they return 0,0,0.
Same problem with Get Bone Linear Velocity node

I think it is some kind of UE5.4 bug as it’s not how it worked before.
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Same for me, do you find a solution ?

i having the same problem and had no solution either.

Confirmed by the author of Fluidninja, the node is broken in ue 5.4!

I ran into this issue when upgrading our project from 5.3 to 5.4.
Since I used the node in an actor where I manually set it’s location each tick, I could easily calculate the velocity vector like so:


(this is on tick, before any translation code)

Looks like currently, only the actual physical forces are reported back as velocity (like it says in the name), moving an actor with SetLocation/Transform will result in a (0,0,0) velocity vector as reported (if there aren’t any other forces on the actor, like gravity). I tried all the different physics option but it made no difference. Same with GetVelocity node…

I also used this in animation blueprints a lot, hope there’s a fix soon or at least a replacement for old functionality. If the change is intended, it should be made in a way that does not brake old functionality. (though I’m guessing it’s just a bug)

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While waiting for the bug to be resolved, that’s what I did too. But it’s not ideal either, because the Get Physics Linear Velocity function aims to recover the velocity of each bone, it’s more precise.

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I found solution: replace with two nodes.
Get Socket Transform (RTS World) and Get Physics Linear Velocity At Point. Works for me.

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Weird because it doesn’t work for me, Get Physics Linear Velocity At Point returns 0 like Get Physics Linear Velocity. It returns a correct value only if the actor simulates physics. I also found a new Get Bone Linear Velocity node, but once again it only works with simulated physics.

Well, obviously, it doesn’t work without simulate physics enabled because it gets the physics velocity

This is the new setting that enables the velocity when not simulating:

So select any primitivecomponent and set it in the physics section, or by setting it at runtime.

It worked without this on 5.3.2

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Have you really tried this? Because “Get Physics Linear Velocity” always returns 0.0.0 even with “Update Kinematic from Simulation” enabled. In your screenshot, you activate it on the capsule (!?), we want to recover the velocity of the bones of a skeletal mesh (without simulating physics)

Yes i have tried this but not on a skeletal mesh bone, it would have to be set on the skeletal mesh physics asset body instead at a guess.

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This is still an issue btw and it is now September 14, 2024

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It appears the Angular Velocity node has been replaced by two alternative (pure) functions:

  • Get Physics Angular Velocity in Degrees
  • Get Physics Angular Velocity in Radians
    I replaced my Get Physics Angular Velocity → Get Physics Angular Velocity in Degrees
    This seemed to solve the issue!

Looks like this is fixed in UE 5.5 Unreal Engine Issues and Bug Tracker (UE-220493)

Make sure that your skeleton’s bones are properly arranged and have the correct hierarchy. An incorrectly structured bone may cause physics simulations to fail.