Hi!
As far as I get it, physics constrint force depends on fps/tick rate, please correct me if I’m wrong.
I have a BP (UE 5.3.2 as Waterbody plugin is broken in 5.4) where the static Cube holds the hanging Sphere (physics + gravity) of 1 Kg with physics constraint. BP calculates the average force on the constraint (Get Constraint Force) of last 10 ticks and shows 13 force on the constraint (I suppose that it should be 9.8 taking into consideration g=9.8 and mass = 1Kg and F=mg). When I launch the project in VR it shows 26 on the constraint force. That means, g on the constraint is not 9.8 but 13 (or 26 in VR).
Independant of the fps/tick, the constraint force holding 1Kg object with g=9.8m/s2 should be 9.8, not 13 or 26.
Thanks.
What I meant:
BP whith stactic Cube holding the Physics Spehere (1 KG) whith Physics constraint.
The constrint is simple, no projection, no parent dominates, pure constraint:
The Sphere is 1 KG:
BP measures averadge force on the constrint of 30 last ticks
The result is:
The constrint force should be 9.8, not 12.2. And not 24-26 as it outputs in VR.
Thanks