Thanks a lot for this tutorial. It helped me a lot to understand!!! My idea was to let run a ball inside a custom made object, and i wondered all the time why it bounce away from it 🙂 Now it works 🙂 But may i ask, could it be that the balls have no real physics? I can change the mass as i want. I made 10 Balls side by side with different masses and settings. And they act nearly the same, but absolutly not realistic. All acted like a football, but not like a iron ball. Is this a bug in UE5? My idea was to make a self running marbel run street, and in blender it works like in real, but in UE5 i cant get it realistic.
There might be, but you would need to dig deeper into the engine collision code, or somehow handle the corrections yourself in a custom movement component. I found it easier to just create larger, seamless surfaces.
You are a greatly underrated channel
Thanks!
@@LivelyGeekGames out of curiosity, what system specs are you running (just cpu, gpu and ram)
@@xTHERANGAx I have a 1080ti GPU, 2.9GHz i7 CPU, and 32GB of RAM.
Wow, new videos come do fast!
Thanks man !!
This helped me! Thank you.
great video! :D
Thanks!
Thanks a lot for this tutorial. It helped me a lot to understand!!! My idea was to let run a ball inside a custom made object, and i wondered all the time why it bounce away from it 🙂 Now it works 🙂 But may i ask, could it be that the balls have no real physics? I can change the mass as i want. I made 10 Balls side by side with different masses and settings. And they act nearly the same, but absolutly not realistic. All acted like a football, but not like a iron ball. Is this a bug in UE5? My idea was to make a self running marbel run street, and in blender it works like in real, but in UE5 i cant get it realistic.
Could you add damping to the pawn's camera? so it lags when rotating?
Sure! I'll cover it in the next video while adding extra pawn movements.
wohoooo
Would there be a way to add some sort of "softness" to collisions to make it so the glitch at seams is not strong enough to stop the movement?
There might be, but you would need to dig deeper into the engine collision code, or somehow handle the corrections yourself in a custom movement component. I found it easier to just create larger, seamless surfaces.