Physics popping when using set target location

Hello, I’m using “Set Target Location and Rotation” on a physics handle. Which is the same way it is being done in the physics content example scene. But in a semi heavy scene it seems to do a lot of popping. When I play it in a empty level it works fine though. Even though both are 60fps.

Here’s a video showing what I mean. Password is “unreal”.

Hi Redsett,

Have you tried enabling Substepping under Project Settings > Physics > Framerate to see if it makes a difference?

Yeah I tried this a while back. If I set it high enough it would smooth out but it wouldn’t stay in the middle of the screen anymore(or near it).

When I get home tonight I’ll make another video of this.

Ok, after playing with it more it seems substepping doesn’t do much of anything. But Async with some tweaks is when it smooths out a little but gets less accurate.

Here’s a video example(password is “unreal”):

61490-2015-10-05+20_32_06-laws_mvp+-+unreal+editor.png

I set up a test project in-house but I haven’t been able to duplicate the clipping/lag that you are seeing.

Would you be able to send a test project that has the issue? Something we can test, tweak, and hopefully find a setting that works for you?

Thanks for taking a look TJ.

I managed to reproduce it in the content example level. Add this landscape level as a sub level to the content example physics level. Then it gets the lag I’m talking about when you pick up an object.

Hmm, for some reason that .umap file will not show up in the Content Examples project once I added it. This normally only happens if it was created with a different version of the engine. You selected 4.9, that is the version that you are using, correct?

If so, maybe try uploading the file again?

Sorry it’s there, it’s called Crater. I renamed the file but the level still has the same name. :stuck_out_tongue:

On a side note, I’m at work with a much better computer getting 120fps. I don’t see the problem on this machine(even when locking the fps at low values).

Hmm, okay. Once you are back home, could you upload a copy of your Dxdiag (system specs)?

I will certainly give my system specs. But my “real” project still does the popping on this higher end PC(getting 25 fps here).

I still haven’t been able to reproduce the issue in the physics example level on the higher end PC yet though. Even when I put a lot of stuff in the scene to bog it down to low fps.

I will keep trying to find a way to reproduce the issue in the physics level on a higher end PC.

Here’s the Dxdiag.
link text

Hi Redsett,

Any luck reproducing this on your other PC?

I have not been able to. But only spent 20min or so trying.

Deep into the game jam right now. :slight_smile:

Okay, that’s not a problem. I’m going to resolve this post for now, but as soon as you have time to look into this a bit, just post here and it will reopen the report.

Good luck on your game jam!

Cheers,

TJ

I’d also like to know how to use Set Target Location correctly. My experiments with it seem to make the captured object jump around alot but still return to the exact same position it started in. I’m using 4.10.

Hi ,

What are you PC specs? Sometime you will need to turn on Substepping to see a smoother result when using Set Target Location with physics objects. For directions, see my first comment above.

If that doesn’t fix the issue, please post your Dxdiag and a short clip of the results that you are getting.