Is there a trick to get decent results for simulating physics-driven behavior of a capsule that is very thin and rather long?? Think of a sword, a long staff or something like that with a capsule shape for collisions. When I do that it tends to fall through the ground, disappear to nowhere or launch into space at the speed of light, when I step on it…
Not sure you entire setup or why the Long Thin capsule is needed.
If its a skeletal mesh then it will use a Physics Asset in which case you can try deleting the automatic collision unreal created from the bone and then right click on the bone ‘Add new body’ and try adding Convex collision. Of you can play with the Mass of the object and the physics properties.
If its a static mesh you should try and generate collision in the static mesh editor and maybe increase the Mass of the object to make it a bit heavier.
There a few physics options for both Static Mesh and Skeletal Mesh to play with, if you are using BSP’s in your level I sometimes find that collision items can fly through the walls doesn’t do it with Static Mesh walls though.
Well, as I said: for something like a long staff that a character drops on death, a long capsule shape seems like the logical choice. I am not using any BSPs, just static mesh actors for the level geometry. I could play around with the mass I guess, but I doubt it’s gonna help much. I also enabled CCD to see if it helps, but with no luck…