Phantom Collision during sliding

We have a cube Actor which is sliding along procedurally generated platforms. Even though these platforms are perfectly aligned with each other, at the edge of two platforms the cube stops , like it had triggered a collision with the upcoming platform.

The cube is the simple mesh from the starter content, and has applied a physical material which settings can be seen in the images, as well as the cube’s and platform’s settings.

For a video of the bug see link:**https://youtu.be/4RzfWJrc2GA **.

The big red arrow shows the point of intersection of two platforms.

The bug doesn’t happen always at the same intersection, but given enough time , it always happens. BUT of course should never ever happen: So how can we solve this problem?

Below the simple bluprint. The platform is generated dynamically upon the overlapping between the cubeActor and a collision box. The cube is added a simple impulse in order to make it slide.

This is the physics material used for both the platform and the cube, with no friction.

Here you can see the sequentially generated platforms which are perfectly aligned.
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Thanks

I had same issue for quite some time and just found that decreasing “Min Contact Offset” 10 times almost fixes issue. Resulting in acceptable behavior in my case (just a little bump sometimes).
Go to Project Settings > Engine > Physics > Simulation an decrease variable “Min Contact Offset” from 2.0 to 0.2. But beware that changing physics settings might result in undesired unstable behavior, so make sure to backup settings (just screenshot it) before modifying as there is no option to reset to defaults.

Also additional step would be to modify sliding cube collision mesh to more smoother. Beveled edges should do the trick. Same can be done with level ground mesh, but but keep in mind that there will be gaps between meshes.