Hi,
I have an issue which i’m struggling to resolve. I have a very simple test case which i’ve reproduced in the first person project template. After spawning an object with physics simulation disabled, I move it and then enable simulation. The object will then fall under gravity and collide with other objects. This all works fine in most cases. But if the object is moved close (but not touching) to another object and physics simulation is enabled it will fall through the other object. I have linked a video as this will explain the problem better. I can upload the project if that helps. Is there something i’m missing? Thanks.
Have you tried turning continuous collision detection on for those objects?
Yes, i’ve tried several things over the last few days after doing lots of internets searches. CCD, changing the scale, sub-stepping, but nothing seems to work.
Well, as is common with problems like this…the very act of explaining the issue or posting the problem on a forum helps to solve the actual problem :-). I think it’s called rubber duck debugging. I’ve fixed the issue by setting min and max contact distance in the project settings. I wasn’t sure what these were or even what units they were in as the documentation is non existent. But I looked in the PhysX documentation and it seems that the min and max values determine when contacts are generated. The defaults are 2.0 and 8.0 so I think it’s in centimetres. So if the distance between 2 objects are less than 8cm contacts will not be generated.
Changing the values to be 0.01 and 0.05 fixes the issue. I need to work out exaxtly what these values mean to fully understand what was going on.
Unreal is one big game of finding the right option to tweak