How to debug physics jitter after migrating from UE4 to UE5

Hi all,
i’m currently migrating a project from UE4 to UE5 and I get some heavy jitter on simulated physics bodies attached to kinematic bodies, even in the reference pose
This did not happen on UE4 with physx
I tried re-importing the skeleton and re-creating everything from scratch, but no luck.
The problematic bodies only collide with their parent bodies, and no matter where I put their simple collision capsule, they act as if they are trying to be ejected/bouncing, although in the editor these capsules are represented where they should be (and they are not penetrating the parent body)
I tried to tweak a lot of settings, on the rigid body, on the constraint, in engine physics settings (tried sub stepping) but the jitter persists

My questions are :

  • is this a known chaos bug ? (I am migrating to 5.0.0 for now and it seems there were quite some additions to chaos since then)
  • is there something obvious that I missed ?
  • in game or in editor can I debug draw the physics bodies from chaos code, I tried setting the p.Chaos.DebugDraw.Enabled console variable but i did not show anything

thanks !

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