Hello Unreal Engine 4 community,
I have an inquiry regarding some collision behavior. Currently, when a dynamic object hits a static object, the dynamic object will tumble or bounce in some manner in response to the collision. This is, of course, expected since UE4 attempts to simulate real-world physics. However, I am wondering if there is a way to completely eliminate or at least minimize this type of post-impact movement. In other words, I would like for collisions in my game to affect linear velocity, but not angular velocity. I have provided a short video clip of a racing game called Slipstream GX that demonstrates this kind of motion deadening functionality. It was created with the Unity 3D engine, so I would suspect that this type of behavior is achievable in UE4.
I have attempted to dramatically increase the angular dampening of my dynamic object upon collision using the “Hit” event, I have set the “Max Angular Velocity” of my object to zero, and I have also done away with friction in my collisions. Despite those attempts, I have yet to achieve results similar to those demonstrated in the video. Any pointers or ideas would be greatly appreciated! Thanks ahead of time!