I’ve been working on a tech demo in Unreal Engine 4.27 and that is nearly done. I will soon make a UE 5.03 version of that same demo. I noticed one major difference: the physics. When I push an object off a platform, it doesn’t fall even with gravity enabled. Even when I create a level sequence to push an object off, it doesn’t work; the objects that move in the sequence simply phase through the stationary object to be pushed off. This happens, even if the object has a collision box around it. So, what are some useful hints when transitioning pushable objects from Unreal Engine 4.27 to Unreal Engine 5.03?
Not sure about your case specifically but as for as breaking changes from 4.27 to 5.0 go take a look at the physics section of this knowledge base article: UE5 Breaking and Noteworthy Changes - Docs - Unreal Engine Forums
What I mean is that I need to know how I can get objects to fall down when pushed off, just as they do in Unreal Engine 4.27. I’m not sure what changes need to be made, honestly. I can provide a clip of an example, if you want.
Here’s what I’m referring to:
If you or anyone else can point me to some reliable tutorials in readjusting the demo to accommodate for Chaos physics, I’d sure appreciate it.
Might be related to physics simulation going to sleep.
Reddit thread: Physics handle in ue5.02 is bugged ? Idk if I should flair it as help or ue5 :P : unrealengine
Possible solution:
So, where might I put those nodes in the screenshot? Like, in what BP file? The game mode?
After getting a hint from someone on the UE Discord server, I did this on the level map:
But nothing happens. Unless I didn’t implement this correctly?
Hey, have you tried entering it in console normally? (without blueprint, just type in console p.Chaos.Solver.SleepEnabled 0
)
Also, maybe you have different issue altogether, unrelated to sleep? Try creating another object that’s affected by gravity and has simulated physics enabled, and see how it works.
Actually, I already found out what the problem was. A friend on the Discord server pointed me to a Boolean variable that would turn Simulate Physics on and off. So I got rid of that Boolean when I realized I didn’t have even need it in the first place.