I’m not talking about a small inaccuracy in present ball physics (quoting your real life examples), I’m talking about an absolutely horrid effect we see. It is not something, that could be used as it is, that’s why the question. The physics in Unreal are great, BUT, excluding Sphere Simplified Collision.
And of course angular and linear damping would introduce unrealistic behaviour on higher settings, — the settings that do make a difference in this case.
I’m getting the feeling, you haven’t experienced what I’m telling about If you could please create a plane and push a spherical actor on to it, you’ll see for yourself. I will certainly try my best in fixing this behaviour with “hacks”, but again, that wasn’t the question. It seems a bit impractical to write such substantial “what ifs” to already working physics simulation.
In an ideal world I’d wanted to hear from Epic on this question.
Thanks