These capsule collision settings don’t help:
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Mesh settings don’t help:
The component you’re showing is not simulating physics so the settings do nothing here. Clarify what’s going on with the actor hierarchy and what we’re actually looking at. Perhaps it’s the mesh that is simulating and you want to adjust its settings instead?
ohhh, these are screenshots from the editor
when the gameplay and drone falls, I turn on the physics mesh:
Normally, a dampening of 5 would make the mesh super sluggish. So what’s irregular in your setup?
one other confusing thing here is: how come the simulating mesh stays with the actor? This would not be the case under regular circumstances. How does it work?
another (optional, though) question would be: This does not look very humanoid - any reason why we’re using a character + the character movement component. You may have a good reason, just a thing that immediately jumps out.
It’s an unorthodox setup, I must admit, especially considering how performance heavy the CMC is. Something like this would normally be done with the Floating Pawn Movement component, unless you must have the physical interaction the CMC provides. But I digress.
But perhaps it’s just a bug and body instance does not recognise dampening. Have you tried setting angular and linear after the simulation has been enabled?
Could you also test it quickly with a regular hit, Add Impulse without the at location?
In short: what you’re showing seems OK at a glance, I bet the issues is where we cannot see.
I will show how collision works, in screenshots and videos:
P.S. Floating Pawn Movement in character, add for test.
I deleted the collision capsule, leaving only the main one.
@Everynone
Fix, this helps me:
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