I have a problem with a physics in UE5.
I think this is a engine problem… but I dont know to how resolve.
My pawn can move objects, with No Gravity Tool. All right at here. But, if the pawn, still stopped for 3 seconds, the physics turn off. And the object, still on the air, until that any thing touch this object, reactivating the physics again. And, every time that pawn stops for 3 seconds, the physics turns off again.
I was search in configurations of the Engine, but nothing changes this situation.
That said, physics go to sleep for a reason. I guess one way you can keep the intended sleep behaviour would be to use Tick() and make sure it’s being set as awake every frame until you stop manipulating it.
But, your step 1 dont help me… I was try this, with all objects with physics. Nothing change.
But I discover with this… that my object is sleeping since begin. To this, I need 2 functions. Grab, and poke. See my blueprint: I need poke before grab… to active physics with poke, and after can grab. If take out the poke function, the grab function dont works… strange???
Hey there @Leo_Fischer! First off, welcome to the community! So from my research it seems there’s an issue with current sleep family implementation. Upon trying to force it to stay awake on my side during manipulations, I had to do something like this:
Hello my friend!!! Thank you very much for you answer.
I think that will need restart to zero. This blueprint, I was practice a lesson, with tips of others tutorials. Don’t have certain that all code is right.
All changes that I do, nothing changes this situation: 3 seconds of inactivity and the physics turn off.
But I will try again… Today I need sleep… Thank you my friends…
Hmm, odd, could you try this and see if the prints print the proper “Is asleep” value while it’s active, inactive, being manipulated, not being manipulated? I can’t seem to get my physics to react like yours.