I’m using the vehicle movement component for my player pawn and I want to prevent it from rotating about any axis except Z. The terrain it drives on is completely flat so no need to worry about it looking odd when going up hill or anything like that.
The problem I’ve run into is that if I drive along a wall while turning in the direction of the wall sometimes the physics will just flip me onto my side. I’ve tried increasing the mass of the vehicle, increasing the X and Y IntertiaTensor and lowering the Center of Mass but nothing has worked for me so far. Any suggestions?
So I ended up finding the answer to this question [here][1]. I converted the C# to BP and posted below. Note that instead of applying a torque I ended up just making it an angular acceleration change. If you want to apply torques you’ll have to take mass into account. I hope this helps someone else who ends up having this issue in the future
< Note that instead of applying a torque I ended up just making it an angular acceleration change. If you want to apply torques you’ll have to take mass into account. >
I’m not seeing a node called “angular acceleration change” But I’m using “Add Angular Impulse In Degrees” and it seems to be working, but I’m not positive because my vehicle still is able to flip, but certainly less often. Any recommendations on a better node to use to effect angular acceleration?