I’m creating a simple pong game and I’m facing this problem and I can’t figure out what I’m doing wrong.
I have a BP with a cylinder (the player) that I move with the mouse using the AddLocalOffset() method, then I have another BP with a cylinder with physics and CCD activated (the ball). Everything seems to work fine, but if I move the player over the ball slowly, it passes through without any collision, and after that, they don’t collide anymore. If I add a second ball to the scene and hit this new one, the first one starts colliding again, so it seems that when this problem occurs, the physics is turned off and starts working again if another object collides.
I would appreciate any help to fix this
You could bisect this by calling SetPhysicsLinearVelocity
on the cylinder instead of AddLocalOffset
, and seeing if it interacts in the same way as when you are calling AddLocalOffset
. (You did read the description of the Teleport parameter, right?)
Hey Zos! Thanks, that solved the issue.
If this could help someone else, disabling gravity also helps to avoid another overlaping issues.
Now I’m having some issues where my cyinder is going through some static walls, but that will be for another topic.
Thanks again!