Is static mesh Depenetration available when using Chaos?

It seems that Max Depenetration is no longer available / exposed in UE5:

I am assuming it’s due to the PhysX → Chaos transition. I am clearly looking at the phased out legacy or even deprecation. Is there Chaos equivalent?

image


For reference, in UE4:


It still works fine for Character Movement Comp - but that’s another story, ofc.

image

Is that it?


As per usual, a bunch of useless googling using the wrong keyword.

@3dRaven I saw you type. :two_hearts:

It seems the static mesh component is missing getbodyinstance() function to get the internal physics object.
I stopped typing because I think I accidentally screwed up my ue source with a drag and drop in vs solution explorer while filtering staticmeshcomponent.h (re-verifying).
So I can’t do a deep dive into the code until it fixes.

You think your scrolling and instead you drag a file :man_shrugging:

Ouch! Sorry!

Lol just a fumble on my part.
From what I see even though the function didn’t pop up you can access BodyInstance directly

in cpp in the cdo I checked

MeshComp = CreateDefaultSubobject<UStaticMeshComponent>("SMesh");
MeshComp->BodyInstance.SetMaxDepenetrationVelocity(200);

and intelilsense seems to work. It compiles and runs but there is no way to check it via the user interface.

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