Physics go haywire and inconsistent when using "RecreatePhysicsState"

anonymous_user_c8474b73
Tue, 17 Dec 2019 07:13:37 +0000
World Creation

we wanted to replace the vehicle wheels during runtime and when we use “RecreatePhysicsState” the physics of the vehicle become very inconsistent. Here are the 3 ways it can go:

1. physics go crazy and car starts flying around like a deflating balloon.

2. car falls through the landscape and causes the engine to crash.

3. It suddenly decides to work properly.

Due to this inconsistency I would like to know if there is a proper way of replacing wheels during runtime or before spawn or before the constructor of the WheeledVehicleMovementComponent4W is called.

8 posts - 1 participant