Hi, I have a problem with the grabbing system in UE5 (any version up to 5.3.2).
No matter what method I use (physics handle, physics contraint, ccd, and even a custom logic), grabbed components continue to clip through walls and other meshes when moved.
So I had a doubt, I installed the “old” 4.27.2 and I made the exact same logic using the physics handle in the screenshot above. As you can see in the clip, the physics handle in UE4 works just fine with no glitches or collision bugs.
So what the hell happened? Is it because they switched to Chaos physics system or am I missing something? I can’t just rollback to UE4, so I hope there is a fix for this, cause I still haven’t found any working solution anywhere.
Hey there @Wintermute! Welcome back to the community! It seems the physics handle implementation has some sort of distance scaling on the force it applies, which is probably setting it inside of what it’s going for. A workaround in the meantime could be setting it up like this, but you’d probably need to adjust it as this is not an ideal setup:
Tough to say without verifying through the source code, but by definition I would usually expect physics handles to prioritize keeping the object following physics by dragging it where you intend it to be still respecting collisions until a specific breaking point where it will be forced to clip through to maintain max tether.