Static Mesh Mass Scale


Author - Ethan Ortega 

Problem: In last week's blog post I dove into the physics issue that allowed the player to be launched when colliding with a collectible with physics. After fixing that issue, another one arose with how I went about fixing the old issue. since I was using time to stop simulating physics on an object if the player collided with that object it would bounce the object in the air, send it flying, and stop simulating physics mid-air causing the object to be unreachable. With this new realization in mind, I decided to look into other ways to affect collision objects.

Solution: After looking at what unreal gives me to work with in accordance with physics objects, I found the object's mass scale. The mass scale is basically the weight of the object. Instead of messing with turning on and off physics, After an object was affected by what caused it to simulate physics, I waited for a second before increasing its mass scale. With a heavier mass scale, the player would no longer be able to interact with the object in a way that would lead to overwhelming forces sending the object or the player flying.

https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Physics/SetAllMassScale/

Above is the Unreal Documentation and my implementation of the SetAllMassScale Event.

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