UE 5.4.3 ragdoll penetrating walls after impulse applied from projectile.

Well search engines are not helping me here. My enemy gets ragdolled after hit by a projectile and an impulse applied. The inital impulse, even if I left it at the default 100 multiplication (started as the template FPP projectile) can very often fly through walls and other geometry, including the prototype geometry taht comes with the template.
It seems worse with ‘use complex collision as simple’ on large low poly walls, but testing is starting to blur together, like my vision. grrr.

So I have ticked on the walls and the skeletal mesh :
CCD continuos Collision Detection,
Always Create Physics (probably shoudl be on anyway)
Smooth Edge Collisions (not sure it’s relevant)

I have a few probably daft ideas to try and fix this, any help?

does the same issue occur if you use a blocking volume?

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I was sure I tried that, so I dilligently tried it again, pretty sure I did not have CCD on the first time so I put it on.

tested in a small area… works, tested in large area,
works.

and it works (almost) perfectly, thank you very much.

Now I see myself adding these to any large geomtry.

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