Hello! Is there a way to fix similar problems with physics - Example ? If I interact with objects with physics enabled, most of the time everything is fine, but sometimes they can bounce and behave unpredictably. The ball itself, which is controlled by the player, also has physics enabled, and sometimes, if you hit a wall and start moving, it also jumps up. I’ve already tried all the settings, but nothing helps. I’m using 5.7
Hi,
When you interact seems there is a position change, and this position change propages a huge force on the next tick making the box fly away.
What are the masses of the cubes?
If you are teleporting or there is a location / transform change are you using sweep?
Are you using phsyics handle for grabbing ?
Are you using CCD?
I do not even know what it is ) And yes, I use physics handle and CCD on the character. I turned CCD on at the cubes, but it didn’t change anything. The masses of the cubes - 200. Mass also doesn’t make a difference. I can set 2 or 1000 and the result will be absolutely the same.
Yeah this is something not new its common.
When 2 body volumes overlap to eachother instantly on next tick on solver an impulse is generated to seperate them (which should be if they are blocking volumes) and this impulse can be huge, like its not considering the mass (which actually is)
However to solve that couple of things you can try at the beginning.
1- Try eneabling Physics Substepping from the project settings.
2- There is something called depetration velocity , try lowering that objects. You can even try zero
3- On physics handle you can decrease stiffness etc so it becomes less teleporting.
A very quick example how to avoid the first hold depenetration between objects. If depenetration happens the impulse to correct it will make the object explode.
here is the difference between grabbing the object in impact location vs object position
If you want to make it a bit better you can do something like
So when you handle object you slowly transform its location to infront of you with VInterpTo (simply by interpolation) so depenetration is lower.
As mentioned if you also lower the depentration velocity on objects or optimize then things should get pretty acceptable in many cases.
Thank you so much for your help. The situation has become much better with these settings.
But i can’t completely get rid of the problem. Although I found a way where everything works as it should, but it has its drawbacks - I connected the trace end to the location.
It worked because with old connections the cube always moves forward to the center of the sphere trace when it overlaps. This impulse messes up the whole physics, under certain conditions.
And it doesn’t matter where I lead the wire to the location pin, from the impact point or, in my case, from the center of mass. And I do not know how to fix it. But if you connect from the end trace, then the cube will remain in place. But another problem arises - if I grab the cube at speed or rotate the camera too much, the cube itself shifts and I can’t throw it. So for now, I’m using the settings from above. It is strange that I could not find anything about this problem on the Internet, although it is not uncommon, as you said.
No worries glad you managed that, the needs around grabbing a phsyics simulating object can be many things but I did an example below to demonstrate what is going on and how to grab an object with zero movement in the beginning.
Edit : made a logic update and think this would be easier and proper.
Results :
Thanks for the help! Your version is great, but I can’t lift objects, I just drag them along with me. I will try to optimize it for my game.
Let us know if I can help you on the way, you know where to find me.





