Things I have tried:
- turn on CCD for the plank and the character’s capsule
- turn up angular damping to 0.2 and linear damping to 0.1
- remove the constraint, and instead use the “lock axes” flags in the plank body
- re-constructing the objects using a FBX plank instead of a static-mesh-made-from-BSP
- turn on substepping and set max substep size to 0.008, max count to 6
- turn off gravity for the plank
Unfortunately, while it may perhaps be slightly more stable … not really. Still pretty jerky and shuddery.
How do I create a stable see-saw? This is the simplest mechanical system imaginable: One body, one fulcrum.
When I did physics on my own and in the ODE library, this was pretty easy to stabilize, so what’s going wrong with UE / PhysX?