Greetings! I’m just getting started with UE5, and I’m having a hard time with the physics.
I’m trying to use guides like these ((How To Setup Breast Physics (Simulation) - Unreal Engine 4 - YouTube), (How to Add Boob Physics in Unreal Engine 5 Tutorial - Mastering Jiggle Physics - YouTube), (How to add Unreal breast physics to your characters. For CC3 and more. Works for breasts and butts - YouTube),
(Adding Rigid Body Dynamics to Unreal Engine Characters - YouTube))
build the physics of tentacles in the monster (I need them to just hang in the air and twitch by inertia).
The essence of the problem is that, the first simulated physical shape (which hangs on the bones) when I try to run the simulation stays in place without following the rest of the model.
I really ask everyone who understands this issue, if possible explain in detail what is going wrong, because I myself am just starting to work with the engine and do not understand a lot, because in these manuals, it seems, the authors have not told everything that should be done.
Thank you so much in advance!
Hey @Dinaghar! Welcome to the forums!
A few questions to get things started:
- What does your physics body looks like? (physics asset)
- Since you have pinpointed the exact location, are the collisions overlapping at that point?
- Are you possibly missing a setting that you have included elsewhere?
Any additional information you can provide will be a big help in solving your problem!
my physical Asset looks like this. and there is no problem with the simulation.
Since you have pinpointed the exact location.
can you tell me more about how to do this?
As for collisions, yes, they do occur (at least as far as the capsule component is concerned).
Are you possibly missing a setting that you have included elsewhere?
maybe, but I don’t understand what it is.
Hey @Dinaghar!
I would check your constraints, especially around the problem area, to see if there are any issues there. It’s hard to tell exactly what the problem area is without looking at the setting specifically where your stretching is occurring or seeing the hierarchy of your physics and possibly skeletal mesh.
I hope the above helps! If there is more you can provide that is related that would also help!
could you please describe in more detail what exactly in your system could be causing this?
I have doubts that it’s the problem, because when simulating in the physical asset itself everything happens without any problems. as well as in the models added to the world.
the problem occurs only on “BP_ThirdPersonCharacter”.
Your tentacles go sleep.
“Wake all rigid body” node will awake tentacles.
And usually character mesh keep moving like breathing or something.
That prevents the mesh from going sleep.
Greetings! This is what it looks like for me, unfortunately, using this node did not help me in any way (unfortunately, I could not find any guide on how to use it anywhere).
could you tell me more about how to insert it, where to connect it to, which nodes to insert before it and which after it?
I would be very grateful to you.
I’m not sure yet, but the problem may be caused by a buggy blueprint. I put a new blueprint into the world and it seems to have worked. I’ll run some more tests to be sure before I mark the problem as solved.
“Wake all rigid bodies” connected to “Beginplay” wakes your mesh but
In a nextframe the mesh goes sleep again if your skeletal mesh is still.
So connect the node to Tick and excute it in every frame.
There is no “no sleep” option in UE.
Setting “Custom sleep threshold” in mesh and physics asset to “0” won’t prevent going sleep.
I will try to do so, thank you!