Hello, I’ve implemented grenades and smoke grenades into my game project, and for some reason, specifically when I throw them high into the air, they come to a stop mid-air and just float. I am enabling simulate physics and gravity, and adding an impulse upon throwing it. It works great if I throw it straight forward or in a slight arc, but for some reason throwing it higher or straight up causes it to come to a stop. To me, it looks like it happens just as it comes out of its peak height and is just about to drop down. I noticed that when it comes to a stop, I get a warning message saying:
Invalid Simulate Options: Body (Grenade.SkeletalMesh) is set t simulate physics but Collisions Enabled is incompatible.
This error doesn’t make sense to me. My Collisions Enabled is set to Query and Physics, how is that not compatible? Isn’t that what it’s supposed to be for simulating physics? I am using an object type of PhysicsBody and have nearly all channels set to block except visibility and camera (set to overlap). I’ve tried setting them all to just overlap and it still floats. I’ve tried ticking a bunch of settings under physics and collision and can’t figure out what’s causing this.