Developer Notes

We will not have a chance to dig into this. My guess is it is related to forces being added in different orders, and the 'set rotation' cancelling out velocity (being treated as a teleport)

Description

An Answerhub user reported this issue where having force applied in different methods and situations results in different results only when rotation is also being applied. The example project contains a map with 5 different static meshes. Here's a list of each one and their setup:

An Actor Blueprint with a SceneComponent as the root with a Static Mesh component as a child. Force is applied through the Add Force node to the Static Mesh component. Rotation is applied using AddActorLocalRotation

An Actor Blueprint with a Static Mesh component as the root. Force is applied through the Add Force node to the Static Mesh component. Rotation is applied using AddActorLocalRotation

A Static Mesh Actor (Not a Blueprint) that has a Component that uses the Add Force node to apply the force. Rotation is applied using a component that calls AddActorLocalRotation

An Actor Blueprint with a Static Mesh component as the root. Force is applied a component that uses the Add Force node. Rotation is applied using a component that calls AddActorLocalRotation

An Actor Blueprint with a SceneComponent as the root with a Static Mesh component as a child. Force is applied a component that uses the Add Force node. Rotation is applied using a component that calls AddActorLocalRotation

Steps to Reproduce
  1. Download the attached project
  2. Press Play
    Result: The cubes that are all having the same force applied, just in different methods, are moving at different speeds
    Expected: All of the cubes move at the same speed

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

2
Login to Vote

Won't Fix
ComponentUE - Simulation - Physics
Affects Versions4.164.174.184.19
CreatedNov 17, 2017
ResolvedNov 17, 2017
UpdatedJun 23, 2018