Velocities are not being cleared when physics simulation set to false.
In attached project just click play and do these steps:
1. Wait (1s) for falling Cube will be stopped by function in Level BP;
2. Go to edge and fall on stopped Cube.
3. When you will try to jump when you will be on top of it, it will not be possible because Character standing on this object will have added big negative Velocity in Z axis when trying jump;
4. When you will fall down from this Cube, you can notice that player is not speed up from zero velocity as regular, but it has added velocity stored in Cube, so character begins fall faster than should;
Step to reproduce by creating new projcet:
1. Create project based on Third Person template;
2. Scale up SM_Cube4 (e.g. to 10 in Z axis) on map ThirdPersonMap - just need something high for easier testing;
3. Add Cube. Scale in XY to 3 for easier testing and place it somewhere next to top of SM_Cube4 with clear path to falling on "floor"
4. Set SimulatePhysics to true in Details of this Cube;
5. In Level Blueprint in BeginPlay after 1s delay use SetSimulatePhysics(false) on static mesh component in this cube;
6. Move PlayerStart to top of SM_Cube4 and Play
7. Make the same steps like I described in repro based on attached project
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-227433 in the post.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 5.4 |
Target Fix | 5.6 |
Created | Oct 11, 2024 |
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Resolved | Oct 17, 2024 |
Updated | Nov 21, 2024 |