I’m having an issue with my chaos vehicles(cars) in UE5.3.2.
They constantly inch forward at a constant slow pace, even at perfectly level ground, no matter the friction of the tires, the friction of the physical material of the ground, and I have tried different lateral slip graphs. Note, the wheels don’t actually turn, it’s more of a super slow sliding almost straight forward.
I have even tried to set the linear dampening to 1000. And I have tried setting the center of mass to all over the place. As well as engaging the handbrake. With nothing seeming to affect the rate of forward movement at all.
Even if I park the vehicle in a steep uphill slope, if it is unpossessed undriven or driven, possessed undriven or driven, nothing of it seems to matter.
I have also tried searching all over the place and tried all of the (few) solutions I have seen around to semi-similar problems, but to no avail.
Are there someone who are familiar with the issue or can point me in the right direction to figure this out ?
Bump. I have the same issue, but the weird part is that it only happens on certain levels, even if the levels have a completely flat surface (the slide has the same speed no matter the vehicle orientation or placement in the world, and it seems to go on indefinitely). It was never a problem until I started working on a different map. Could it be a bug?
UPDATE:
I discovered that the root of this issue is having thrusters on the Vehicle Movement Component, but it doesn’t matter what settings you put there, as long as you move away from the world origin with a stationary car, the thrusters will cause the vehicle to slide.
@Gnuff I made a discovery since my last post here, maybe it applies for your case as well. The sliding only happens when the vehicle is far enough away from the world origin. If I spawn it at 0,0,X, there’s no sliding, but if I spawn it far away (I have a big map) it starts to slide in the direction of the offset from the world origin (I think the intensity of the slide depends on the distance, but I haven’t tested it extensively yet).
I’m also having this exact same issue. It all points towards a floating point precision problem, but I thought all of those issues were resolved in Unreal 5.
The further away from 0,0,0 I get, the faster the drift. Always in the direction away from 0,0,0. I’ve tried manual rebasing but I can’t get this to work without very messy physics issues.
I’ve kludged a fix for this. It’s a proportional controller which adds impulses in the opposite direction depending on how far from 0,0,0 the vehicle is. It requires one float multiplier variable which (for my vehicle) had a tuning value of -0.000666. This has worked perfectly for a 15km x 15km map, all the way to the edges.
Each controller is run from Event Tick, X and Y shouldn’t need separate multipliers. It also requires a variable being fed for deltatime, or you could feed it directly from the event tick.