Try adjusting your floor on your solver, I’m pretty sure there is a workaround component atm. Hopefully we should see alot more features when 4.25 comes out of preview
The work around component is a static mesh simulation
Can you provide any clarification around what you mean, the workaround component is a static mesh simulation? Where do you enable or find a static mesh simulation?
Yeah sure atm the system isn’t integrated enough to deal with collisions with the environment, at the monent there are two ways
1 ensure the floor value of your solver in the level matches the floor of your level. It should then collide with that invisible floor and have the desired effect
2 add a static mesh simulation component to an actor. It will mean you need to make it a bp the add it from the viewport of the new bp
I was able to figure out #1, enabling the Floor and increasing its value on the ChaosSolverActor in the scene until it mimics where the floor is; it feels a bit artificial but it looks okay. For #2, adding the static mesh simulation on my floor mesh makes the player and other static meshes fall through it. Is there a simple setting to resolve that?
Also do you know how to make it so the broken chaos pieces don’t jump and jitter so much when hitting each other and other static simulated meshes?
Awesome, thank you. Any ideas on how to prevent objects / actors from falling through the static mesh simulation when you use that on your ground object?
Hmm, it seems overly complicated to use physics to interact with the static mesh simulations. E.g. the first person gun projectile can’t push the static simulated meshes lol…
I have tried adding “bCustomSceneQueryStructure=true” to the editor.target.cs with a marketplace installed 4.26.0 Preview 1. Still Chaos Object Falling Through Other Static Meshes.