There is something that I don’t fully understand: I wanted to program a marble that behaved as realistically as possible. In many games, characters and/or objects usually fall to the ground very slowly. Almost like in slow motion, you might think. This has always bothered me. In order to create the most realistic gravity possible, i set the gravity to -5000 in the world settings. That seems to be the right value for my steel marble. The marble falls down pretty quickly, like at home when i let a real marble fall out of my hand. I also made blueprints for the controls. The marble can move, jump and boost in all directions. Next i set up a small test playing field with cubes. I lined them up one after the other and rolled off.
I noticed that the faster my marble rolls, the more it is tempted to jump over edges that don’t even exist. I can well imagine that it is due to the cubes being lined up next to each other, but they are exactly next to each other. Without a millimeter-sized gap or anything like that. So it should be a 100% smooth surface with nothing to jump over. Why does this still happen and how can i prevent it? I set the gravity back to default but that doesn’t change anything. Why is Unreal Engine4/5 so picky about this?
How do i get the problem solved? How can i counteract this?
Best regards, gamemaker