How to fix this crazy spinning mesh?

These capsule collision settings don’t help:
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Mesh settings don’t help:
image

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:

  • how are you adding impulses?
  • can the mesh interfere with the capsule’s collision?

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.

character movement for flying on navmesh

adding impulse:

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.


  • it’s still unclear how collision works here, you did not confirm. You have 2 colliders that constantly overlap the mesh, right? We sure it’s set up OK and does not make the whole thing spasm out?
  • it’s still unclear how the simulating mesh follows the actor - somehow I feel this is critical here, I might be wrong. Is there some kind of attachment welding going on behind the scenes?

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:


Is it normal that I have to configure the mass and Angular Damping in the Physics Asset? Not in mesh collision

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