What is going on? I can't stop this ball completely after calling on AddForce(FVector) just once.

The Bug ~ Update DampingProperties

I have no problem updating angular damping!

But I do it via the body instance directly, and in C++.

Make sure to call this!



/** Update instance's linear and angular damping */
void UpdateDampingProperties();



**Solution ~ My C++ Code For You**

Here's some code for you to get this work, you could turn this into a BP node



```


UPrimitiveComponent* Comp = GetYourComp
if(!Comp)
{
  return;
}

FBodyInstance* Body = Comp->GetBodyInstance();
if(!Body || !Body->IsValidBodyInstance())
{
  return;
}

Body->AngularDamping = your new value

**Body->UpdateDampingProperties();** //<~~~ 


```





I will make this a BP node shortly and you can see if it works for you ( EDIT, compiling the BP node right now)

This is what I do in C++ and it works great

**I even update the Angular Damping dynamically based on how much linear velocity the ball has!**

Update: Everything Works in 4.7.5

I just tested your issue in 4.7.5

  1. Drag an EditorSphere into the level (content browser->show engine content)

  2. set simulate physics in the editor

  3. set the damping to 300 in the editor

  4. position sphere above angled surface

  5. angular damping works great!


**More Info Is Necessary**

A. Can you confirm that if you do the steps above it works for you too?

**B. And can you then confirm whether AddForce() still causes the problem even if the steps above all work for you?**

C. And then you can say what happens if you use AddImpulse() instead?

♥

Rama

PS: Epic is not paying me to write all this, I am just doing it cause I care :)