I slam the actors into the ground , the smaller chunks break off and fly away convincingly:
However, the large chunks that did not fully fracture are now affected by gravity all of a sudden.
is this intended?
is this a bug?
I was expecting the large chunks to remain unaffected by gravity. Note this only manifests if the collection breaks. If the damage threshold is not exceeded, the component remains floaty, indeed.
Zeroing Default Gravity Z in the Project Settings does fix the issue, but that’s a global setting. UE v5.5.1
Apologies for tagging you in @CedUE but you’ve been an invaluable source of insight.
I just repro-ed the issue on my side and this is indeed a bug
This is happening because the gravity settings are not transferred properly over to the newly created partial cluster ( the one that contains the remains of the original cluster )
I’m going to fix that for the next release
if you are building from source code you can write a quick fix by adding this to FRigidClustering::CreateClusterParticleFromClusterChildren after the SetIsAnchored call
NewParticle->SetIsAnchored(false); // << existing line
if (Parent)
{
NewParticle->SetGravityEnabled(Parent->GravityEnabled());
NewParticle->SetGravityGroupIndex(Parent->GravityGroupIndex());
}