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Different physics behaviour in Animation BP and in the actual game #17
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Thanks for the bug report. |
Hi @BineeMan , |
@spark-piyush-nitnaware Yes, of course it's possible. I've uploaded it to google drive. https://drive.google.com/file/d/1UIdkpHYJmHWJ4QtI3ONZrBT0zJxVgPbU/view?usp=sharing |
@BineeMan |
@spark-piyush-nitnaware |
@BineeMan I checked the video again in your you tube link. These are the two test I did with the same project provided by you. (UE Github) Sorry but can I ask you to check our example projects whether the bug is still there for you? As for UE(5.3.2) from epic launcher the bug is still not reproducing for us. As for Root motion, we track the RootBone to update our child bones based on the RootBone position. |
@spark-piyush-nitnaware However, I've noticed that FPS significantly affects to the simulation. If I have 70 fps, the the skirt twitches a lot and it looks very unnatural. But when I set low engine scalability settings, the fps increases to 120 and the simulation looks smooth and correct, exactly like in Anim BP. In the video below, I am demonstrating this. So I think that the key is that SPCR requires 100+ fps to properly simulate cloth physics which is a little too much for me. And could you please send a link to those sample project you mentioned? I didn't find the download link. |
When using SPCRJointDynamics in Unreal, it seems that skirt simulation doesn't work properly in the actual game.
In the video, I am demonstrating that the skirt physics works fine in the Animation BP preview, but in the game it has a lot of glitches and artifacts. Changing simulation settings doesn't change anything. Is it possible to fix that? I am using UE 5.3.1
https://www.youtube.com/watch?v=cQHk1ZuLlYg
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