Hi,
Trying to create a shopping cart with physics. There are two joints for each wheel. First joint is limiting vertical axel. And somehow the length of this axel is affects simulation stability.
Watch this: Cart physics test UE5 - YouTube
Could someone tell me why it is so?
Is this maybe a collision problem? What happens if you turn off the collision on your “columns”?
Hey @Alex_D119! As @L1z4rD89 was thinking it’s either the collisions are causing them to feedback constantly like that, or that the constraint point is set when they are tied together originally, so scaling the connection there is causing that to shift. That said, probably just the collisions. If it turns out to be both, might be best to leave them there, turn off their visibility and collisions, and then make false connectors for the visuals.
Hey @SupportiveEntity collisions are already turns off (as much as it can be, only physics), and they are not tied together if I got you right. I am also alredy acting like you said turned off visibility. But it seams wrong way.
I am just wondering why the limiting joint is lets bending this axels. Interestingly, the longer the axels, the more stable they are, up to a certain point, then physics also breaks down.
If somebody interesting for tests I attached the asset.
Cart666.uasset (106.4 KB)
Cart667.uasset (100.1 KB)
Can you test this?
@L1z4rD89 Thank you!
I see that you changed a mass. Anything else?
The behavior is pretty the same. Axels is still bending. But when I scale down them all is more stable and don’t fly away like previous. I think this cause of less mass. But also not like it should be.
I expected more strait behavior of constraints.
Now I thinking to do cart wheels with blueprint or maybe somehow with skeletal to have more predicted result. I still can use physics for body and use fake wheels. I guess))
I did some testing on my side as well and couldn’t get it to be much more stable without having to remove the connection altogether and rebind. I think it’s not a bad idea to just fake the wheels in BP or SKM anims, might be a bit more work up front but it would be way more stable.
What I sent you was a modified version where I changed the mass and the connections (component 1 and 2 switched). Should ook like this:
Does this should matter?
The behavior is pretty the same when apply a lot of force or make axes much shorter. Thanks anyway.
Hey, I want to create this. What resources should I look for to recreate something similar?
Also, I downloaded the asset you shared, it works well! Just that upon holding left and right it just has a burst whereas forward and backward is a full throttle. Any suggestions on how to make it sturdy so that it doesn’t fall easily?
Thanks!