UE(5.0.3) I’m trying to get Player collision physics working on a Chaos collection so that I can kick the Chaos pieces like the Chamfer Cube.
Turning the physics mass down (0) doesn’t allow the player to bump the Chaos objects, but kicking a Chamfer Cube into the Chaos objects works constantly.
I’m trying to make the Chaos debris not trap or launch the player.
Sometimes I can kick the Chaos item, but most of the time walking into it has no effect.
I’ve tried turning on several physics options such as Mass on the Player capsule collider and the Fracture result… but I can’t seem to find what option I need to change to allow it to work.
Looks like the system is just plain broken. The only thing you can currently do to prevent a player from getting trapped is to attach a “FS_MasterField” to the character.
It’s a waste of resources though because it means there are now at least 2 sets of physics calculations active at the same time.
It doesn’t matter what the mass settings are for the Chaos fractures or player. It only refuses collisions by the player, so the player cannot push objects out of the way. The only way I’ve found to move the objects is to strap an invisible object to the player, such as a copy of the default Chamfer Cube.
Edit: I’ll try making a video of this issue tomorrow with a fresh Third Person environment.
Gotcha thanks! I’ve done a bit of re-creation and I’m seeing that by default geometry collections are significantly harder to budge than standard SMs around even with similar mass. I increased the player’s initial physics impulse to an insane degree so I could see what was affected and what wasn’t quickly. It does seem that the smallest fractured pieces are inconsistent due to the player stepping up onto them, but the larger pieces even while sleeping consistently get launched.
My amped up physics impulse on the character movement:
I made a small video that is about 8 minutes long showing the errors that I continually encounter while trying to use this.
Would this be enough evidence to file a Bug report with?
Even with the force bumped up extremely high, the pieces still aren’t reacting? The character classes force is usually quite underwhelming. Does this still occur with smaller geometry collections?
I’m having this issue too. I’m trying to add an impulse on click (so I can push physics objects), and this works as expected with any normal physics object. But once I fracture it/turn it into a geometry collection, some strange behaviours occur.
As above, walking into the object no longer pushes it, but pushing another object into it does. Also, adding an impulse to it does not do anything, BUT if I THEN walk into it, all the previous impulses affect the object at the same time, and it flies off at high speed.
I have no idea what setting could be causing this, but I’m hoping that this is either an issue with me, or an issue that can be solved, rather than just a bug.
I think I found the reason here. It seems simulated objects are able to interact with the fractured objects but the player which is not simulated can’t.
So you need a BP called master field (weird name but it could possibly mean force fields only for fractured object).
Use Add Transient Field function to somewhere sensible. For me it was onLanded, for destructing a platform below. Note the magnitude may need to be set quite high but this is a basic setup:
You can try in setting in physics set more steps in physics and set max time smaller…
But I have interactions. My person simulating body phisics. So he can broke chaose walls. But problem is then I shoting with one character and destroing wall. And then posses to other character and this other character sometimes stuck like into invisible wall. Like wall not being destroed.