Hi Rama, didn’t realize you are still awake at 3AM in the morning.
I am using 4.7.5 on Windows 8.1. The 4.7.6 Hotfix is for Mac only, so I didn’t update.
Some notes:
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Do I call on UpdateDampingProperties() in the Tick(DeltaSeconds) update function, or just in the BeginPlay()?
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For the angular and linear damping values over 300.0f, have you checked to see that the float values in the Transform category for X, Y, and Z all stop completely in the ten thousandth, hundred thousandth, and millionth place in the fraction mantissa? I checked mine, and the numbers are still changing at precisions near 0.0001 or below, so it’s technically not stopping. Don’t worry, I am still working on branching by toggling SetSimulatePhysics() flag on and off.
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I made a GIF again showing that setting angular damping on my ball to over 100,000.0f still keeps moving. (This is the editor method, not C++ code.)
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Your hint led me to a clue that AddForce() has nothing to do with the ball not completely stopping, but rather because of PhysX simulations after calling SetSimulatePhysics(true). AddForce() is basically a trigger such that the ball will have some sort of momentum that is really hard to remove completely after adding a tiny bit of force to the body instance.
Calling on AddImpulse(FVector) made the ball move more frenzy then AddForce(). I don’t even know if I should call AddImpulse() with the same amount of force I applied to AddForce()…
Edit: Since it is 3:30AM right now, I feel like fainting. I’m going to bed and will reply back on my C++ findings tomorrow. For now, the editor method not working gives an impression that C++ code may not work… Just an impression.