QAGame - Density of concrete physics asset high

Hi all,

We’re in the process of updating to UE 5.6. We have some minor engine modifications to assert if the mass of dynamic objects are outside the range of an arbitrary value (150,000 tonnes). We’ve added this check as some safety net to avoid bad masses being added to our game. We never expect any dynamic object to exceed these bounds, so it just helps catch cases where we’ve accidentally typed in some bad values somewhere.

We’ve just tried cooking the QAGame engine sample and it’s triggering when cooking QA-Physics map because the Cube-PhysicsDelete actor (and many of the other cube actors in this map) have an extremely large mass. This is coming from the fact that they use the /Game/DemoRoom/Physical_Materials/Concrete physics material. This physics material has a density value of 10,000 g/cm^3 which would put it at ~500 times more dense than gold.

The Rubber physics material has the same issue.

I’ve changed these values locally to 2.3 g/cm^3 for concrete and 1.45 g/cm^3 for rubber, which are reasonable values for those materials based off what I could find online. It’d be nice if you could make some similar changes on your end so that we wouldn’t need to make similar changes on the next engine update we do.

Much appreciated! Cheers,

-Steven

Hi Steven,

That sounds completely reasonable as a suggestion. The one (minor) callout I’d have is that this could open a can of worms on 2 fronts

1) Clients who already have this in-game and will be suprised by the (fixing) change.

2) Could trigger a scramble for all other materials to be closer to realistic values - especially if there are 2 materials interacting and only one of them has an alteration.

Let me sound out the dev side and let you know

Best

Geoff Stacey

Developer Relations

Epic Games