I’m trying to recreate bouncing behavior similar to a table tennis ball in UE4. By setting the restitution property to 0.9 on the table material and 1.0 on the ball, I’ve got something which looks pretty good for a few bounces, but after bouncing ~5 times (with the expected reduction in height/velocity each bounce) the sphere immediately comes to a rest. The number of bounces corresponds directly to the starting height.
My assumption is that there is some collision response damping/cutoff going on somewhere which tries to prevent lots of tiny bounces – which probably makes sense in most games, but is not at all what I want here. I’d appreciate any pointers on how to change this behavior.
If it cannot be changed easily, I guess my only other option would be to implement my own collision response from scratch?