I’m experimenting with physics for my flying game. Borrowing the Content Examples UFO mesh, I have managed to make a working, albeit very, very basic pawn. It can fly, it can roll, pitch and yaw… and that’s pretty much it.
I am experiencing an issue currently that I don’t really understand. Admittedly, I don’t really have all that much understanding of physics nor am I good with the relevant maths, so I might be missing the obvious here. During collisions, sometimes it works, but relatively often I end up getting stuck to the object I collide with, almost as if it is a magnet. Adding input to roll, pitch or yaw away doesn’t do much good either (I’ve added indicator for the axes at the bottom left of the HUD… Roll, Pitch and Yaw). It seems to try to apply the torque, but just can’t do enough of it.
Could anyone shed some light on why this is happening, and have any ideas on how to get around this issue?
Quick video where I deliberately try to trigger the problem.
If it is of any help, here’s a post I made in a different thread which shows the blueprint. The only change I’ve made since then is adding basic functionality for taking damage and some HUD stuff (which is irrelevant for this).
Default values for preset variables (variables not mentioned simply start at 0 and are calculated along the way):
- ThrustDigitalMultiplier: 0.005
- AccelerationForceMin: 75632.0
- AccelerationForceMax: 151265.0
- TorqueBase: 150000.0
Other settings worth mentioning (on root Static Mesh component):
- Simulate Physics: True
- Mass in KG (overriden): 100.0 Kg
- Linear Damping: 1.0
- Angular Damping: 1.0
- Enable Gravity: False