Couple of questions.
How does a pawn of 100 mass cause an object of 1000 kg to move? How much force does the controller movement input actually put onto the character? this is insane.
Regardless of the fact the capsule cause the object to move - the animation does even worse if PHAT is setup properly for it.
You can actually kick an item of 10,000 KG mass right up into the air.
Because of that, I was looking into physical animation. Applying one solves the issue of the animation kicking well beyond the limits humanly possible, but it also completely disrupts animations.
Is there some other hidden solution to this using just physics?
(I can obviously code the movement of the object by not simulating and making it a pawn, but that’s kinda insane).