So this is simple tower rush game, in 3D, this is only test – made of cca 80 pieces statis meshes connected together.
When I run game in PC editor – everything is works exellent, tower is on one place, and when I destroy lower part of tower – it crashes with big mesh collision.
When I run game in mobile preview in PC – everything is same, but on start’s game tower have some strange movement or „shakeing“ like wind effect. It stops after few seconds, and then I can shoot tower down.
But when I compile game on android, and test it – when I start game my tower immediately start’s to fast shakeing, moving in all direction like strong wind and crashes down without my shoot collision.
Why?
I run this on few phones, and on every phone is same thing.
I test this on low end phone, Lenovo A319, 1.2 ghz dual core and only 512 mb of ram.
And game is running good, without fps drops.
Is there some psyhics or gravity options to check for android or android devices cant simulate that number of meshes in collision?
Yesterday I played with this 2 hours, tested all options how to make that this tower dont crash automatically when I opened in android phone. Maybe I will be faster, but mob preview on engine is not same when you run it on phone.
So far now - I found one easy thing, and that is something to use more CPU for mesh location precision, I forget name of options, but one is for vertical position, and one for angular I think.
Options is available at statis mesh detail propertis. And then it works great on phones, tower is stabilised and it can be destroyed with bullets or bombs.
But I have one another idea:
Is there somewhere blueprint code that can turn moveability from static to moveable ?
Because if I set that this tower is STATIC at game start, maybe to insert some triger to turn STATIC to MOVEABLE after example - 5 sec.
Of course, this tower have 81 connected pieces of static meshes, created in 3ds max with collision.