I have a Pawn with a skeletalmesh component which is moving. I override the physics asset in the skeletalmesh to ensure that it is using the correct physics asset for my skeleton.
On key press, I enable Physics simulation and destroy my controller. The pawn then overreacts and spins away (always in the same rough direction) when I just need it to halt it’s movement and flip over a few times (it’s a motorbike).
I’ve Checked the angular/linear damping and mass (in the skeletalmesh component in my Pawn blueprint and in the physics asset). Is there something that I might be missing out? I’ve set the mass scale so high (it’s at 70 atm), but it always seems to flip to the left and then violently up.
Sadly I think that option is unavailable. I’m using a custom movement component that was made for me, and I don’t think it has any of the velocity stuff exposed atm.
Sometimes when I have problems like that I then realise that I have another component in the same blueprint that has collision on but is set to not render and is pushing on my character.