Max Angular Velocity on instance

Hi all,

In my project, I drive vehicles with chaos physics. When the vehicle is at high speed it tends to “oversteer” due to a very high amount of angular velocity that is created when the tires turn even a little bit.
I do not want to mess with angular damping as that would impact steering at low speed as well which works fine at the moment.
I found that on the blueprint instance I can specify a maximum amount of Angular Velocity like so:

The settings above are the same on both the main mesh of the blueprint as on the blueprint (self) in the components tab.
For debugging I added the following print statement:

Yet, with these settings, the angular velocity still exceeds over 20 deg/s sometimes hitting near 60. What am I missing here?
Are there other ways to reduce the angular velocity on a physics body?

Have a nice day!

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Hey!
Did you managed to get this working? I also can’t get Max Angular Velocity to work (at least the way I expect it to)

Hi there, I managed to “fix” this by simply overwriting the max angular velocity on beginplay, hope that helps for you

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Make sure you are passing the value in the correct units (degrees vs radians) when setting the MaxAngularVelocity.

Hi, thanks for your help! It worked for me. Do you know why it doesn’t work when set in the editor, but does work when set in Begin Play? Could this be a bug in Unreal?

All Rigth… I found the problem, it was a silly mistake, haha. I had changed the Max Angular Velocityvalue directly on the actor instance in the map and completely forgot about it. Later, I was setting a really low value in the actor’s Blueprint for testing, but since the instance already had a custom value, it wasn’t updating with the changes from the BP. That’s where the issue came from, haha. I just had to reset the instance value in the map to default, and now any changes I make in the Blueprint are correctly applied to the instance as well.