Pawn affetced by Geometry Collection Collision

When your Pawn goes through a GeometryCollection the Pawn velocity is affected by the collision even when the particles mass is close to null.So i decided to try another approach using FieldSystem but when i apply velocities in the field all physical objects are affected by the FieldSystem, and there’s no way to filter which objects are affected by the field system or not.Do you have an idea on how my pawn could go through the geometry collection without losing velocity ?

Hello [mention removed]​

Thank you for reaching out.

Have you tried using OneWayInteraction?

Setting those up on Geometry Collections prevents them from affecting other bodies.

Let me know.

All the best,

[mention removed]​

Hello [mention removed]​

Thanks for the quick answer,

Yes we tried to use one way interraction, but the Geometry collection can’t be break if the OneWayInteraction is set to 0, the object is pushed (i assumed it’s because he interpret the colliding object as Kinematic) if there’s no achored set (if so, the object is blocking the Pawn)

If we set OneWayInteraction 1 or 2 it works for the debries but the first collision is still affecting the pawn velocity.

Let me know if you have other idea,

Hello again,

We realized that the problem could come from the high velocity of the pawn: when the geometry collection is spawned, it most of the times spawns inside the pawn, and resolving collisions can take some time and block the pawn.

How can we solve this problem ?

Hello !

I confirm the damage bool was ticked

I’ve pre-setup 4 scenarios with geometry collection Anchored set in the fracture, with OneWayInterraction at 0, 1 and -1

And a bp that simulate what we want to do : when overlapping swapping from a staticmesh to a geometrycollection with presetup param

I used the vehicle Template to reproduce the highspeed behaviour

Let me know if you need something else,

All the best,

Hello [mention removed]​ ,

That was a good hypothesis, however, we tried that solution and it didn’t solve our problem.

When spawned, the GeometryCollection still affecting the pawn, and the anchored block the pawn even with the one way interraction set.

I used the repro project from the other post as base for testing.

I’ll leave it to you to test and let me know if you have any other ideas.

All the Best,

Hello [mention removed]​,

Thanks for the tip.

It’s an interesting feature, and we’ll use it to optimize our instantiation, but it doesn’t solve our problem.

We’ve found that when we forcefully disable CCD in the pawn code, we no longer have any problems.

But we need CCD, so we can’t disable it.

Do you have any ideas on how we could have both the CCD and the one-way interaction behavior?

All the best,

Hello [mention removed]​

OneWayInteraction makes the colliding body be treated as having infinite mass (the inverse mass used in calculations is set to zero), so the GC is pushed out of the way. If it’s not breaking, maybe the Enable Damage From Collision flag is false?

You may need to anchor the GC in some way, possibly by using a field (check FS_AnchorField_Generic) or by setting a part of your GC to be static.

These setups are complex. Do you think it would be possible for you to assemble a minimal repro project so I can check the way you are setting up your scene? It would make it easier for me to understand, make tweaks, and experiment.

I also saw your reply mentioning the high velocity of the pawn. A repro project would help understanding that as well.

Let me know.

All the best,

[mention removed]​

Hello [mention removed]​

Thank you for the repro project!

The vehicle pawn is a good clue as to what could be the issue in your case.

I’ve recalled reading about a case that might apply to this situation:

[Content removed]

Can you try and apply the suggested fix?

Let me know if this works!

All the best,

[mention removed]​

Hello [mention removed]​

Thank you for the reply.

I’m yet to find a solution to your problem, but I wanted to share something I found that might interest you, since you used this strategy on your repro project:

Have you tried the Root Proxy functionality?

In theory, it should automatically manage the swapping of the static mesh for a geometry collection on break.

Just add the original mesh(es) to the Proxy Meshes array:

[Image Removed]On 5.6, they ask if you want to enable it when creating the Geometry Collection:

[Image Removed]I’ll keep at it, but let me know if this info is useful to you.

All the best,

[mention removed]​

Hello [mention removed]​

Thanks for the reply and added info.

I’ve been trying different things here, and I might have been able to set this up in a way that works as you expect.

I continued working on your first ReproProject and have been making changes ever since.

As a result, there is a slight chance that I might have introduced an alteration I don’t recall, so I will also share the altered repro project in case you want to check it out.

What I do recall doing was:

  • I performed the Root Proxy optimization to the GC and kept experimenting with the GC_OneWayInteraction 1 wall.
  • I disabled One Way Interaction on the SportsCar_PhysicsAsset (I suspect I was the one who turned it on, but can’t recall with certainty - just confirm yours is false).
  • On GC_Fracture8, I’ve confirmed that OneWayInteractionLevel is 1 and that One Way Interaction is true.
  • I’ve set the DamageThreshold to all 1’s just in case 50 wasn’t enough (it probably was).
  • I’ve enabled UseStaticMeshCollisionForTraces.
  • I’ve changed the CollisionPresets to Destructible.
  • I’ve added a CollisionProfilePerLevel and called it Destructible as well (I tried adding a second item with IgnoreOnlyPawn and other variations of that, but the result was even worse than before).
  • And finally, I’ve set the ObjectType to Sleeping.

After making all those changes, the car passes through the wall like it is made of styrofoam:

[Image Removed]

Regarding your CCD comment, can you confirm in Chaos Visual Debugger (CVD) that it was actually enabled on the physics body?

I’ve worked on a case recently where it was assumed CCD was enabled, but upon inspection on CVD, it wasn’t.

Vehicles use the colliders from their Physics Assets ¶, so even if you enable that in the SkeletalMeshComponent (SKMC), it’s ignored.

For reference, it was not enabled on either the GC or the PA on your repro project, although it was in the SKMC.

Let me know if this is useful.

All the best,

[mention removed]​