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.
Spawn second unrelated Skeletal mesh → Enable physics…What happens?
Is there something special about the skeletal mesh that it repels itself etc?
Presumably you’d substitute the bike for Static Mesh but it looks too dead?
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.