Hi everyone!
I’m working on a project in Unreal Engine 5 and I need to add realistic physics to a custom object. Specifically, I’m trying to achieve the following:
The object should fall and collide realistically with the environment.
It should be affected by forces like gravity and impulse.
I want to apply a custom physics material for different surface interactions (e.g., friction, bounciness).
Here’s what I’ve done so far:
I’ve enabled physics simulation on the static mesh.
I’ve set up a Physics Material with some basic friction and restitution values.
I’ve applied impulse using Blueprints when the player interacts with the object.
However, I’m facing some issues:
- The object sometimes behaves unpredictably during collisions.
- It doesn’t always come to rest naturally — it keeps sliding or bouncing.
- The performance drops a bit when multiple objects with physics are active.
I have a few questions:
What’s the best way to control the stability of physics simulations?
How do I ensure realistic collisions and resting behavior?
Are there any optimization tips for handling physics in larger scenes?
Any help would be greatly appreciated! Thanks!