# How to reduce gyroscopic effect on rotating cylinder

**URL:** <https://forums.unrealengine.com/t/how-to-reduce-gyroscopic-effect-on-rotating-cylinder/482809>\
**Category:** World Creation\
**Tags:** friction, unreal-engine, Physics, question\
**Created:** [May 5, 2021, 6:28pm UTC](https://forums.unrealengine.com/t/how-to-reduce-gyroscopic-effect-on-rotating-cylinder/482809 "2021-05-05T18:28:56Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![trashbyte](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@trashbyte](https://forums.unrealengine.com/u/trashbyte)\
**Post date:** [May 5, 2021, 6:28pm UTC](https://forums.unrealengine.com/t/how-to-reduce-gyroscopic-effect-on-rotating-cylinder/482809/1 "2021-05-05T18:28:56Z")

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A problem I’ve been grappling with for a long time with UE4’s physics is spinning cylinders. Anything with a long, cylindrical collision shape has the issue where if it gets spinning around it’s longitudinal axis, it’s stabilized in an odd way similar to how a faltering top wobbles before it falls over, except to a much greater degree than is realistic. Here’s a video of what I mean:

[https://www.youtube.com/watch?v=Plbfkv5UhiE](https://www.youtube.com/watch?v=Plbfkv5UhiE)

I’ve tried tweaking several physics settings, using physical materials, applying dynamic damping in blueprints, every permutation of CCD, substepping, stabilization, and everything else I can think of, but nothing stops this behavior.
