A physics actor will still bounce if the Restitution of a Physical Matieral is set to 0
User Description:
Explanation : I am trying to create a Badminton Game for fun and while I was trying to handle the physic of the Shuttle I noticed that the shuttle was bouncing. A quick search on internet and here i am with a custom material and a physical material attached to it with a Restitution of 0.1. I hit the shuttle with my character (a simple AddImpulse()) and sometimes the shuttle act like it should (very little bounce) but sometimes it bounces too much.
No problem, I changed the Restitution to be 0.0. But still, the shuttle bounce. If I just let the shuttle fall (i.e from like 4m) it bounces again. I tried it with a simple sphere : same issue.
Way to Test it : You can test this out by dragging a simple Sphere in the Scene, put it at like 10m from the ground, enable "Simulate Physics", add a simple material and bind a Physical Material to it (with Restitution set to 0.0) and hit play. You can create a blocking volume or not, still bounces.
Workaround : If you are experiencing this issue and it has not been fixed yet. You can go to Project Settings -> Physics -> Bounce Threshold Velocity and set this value to 99 999. Be aware that, there will be no bounce at all, for every object of the "world", it was not a problem for me but could be one for you.
If this is the normal behavior (0.0 Restitution : still bounces) then you should probably change the Info text of Restitution (that indicates no bounce at 0.0).
1. Open QA-Game
2. Create a Physicsal Material & open it
3. Set Restitution to 0.0
4. Save the material
5. Back in the editor, add the Barrel asset to the level and place it several feet above the floor
6. In the Details panel, Enable SimulatePhysics
7. Apply the Physical Material to the barrel
8. Simulate or PIE
Results: The barrel will still have a slight bounce
Expected: For the barrel to have no bounce at all
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Component | UE - Gameplay |
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Affects Versions | 4.13.1, 4.14 |
Target Fix | 4.15 |
Created | Oct 6, 2016 |
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Resolved | Oct 7, 2016 |
Updated | Apr 27, 2018 |