24-06-2021, 10:49 AM
(24-06-2021, 10:30 AM)josemendez Wrote: I mean:-Direct child
- Describing where is the rope in the hierarchy in relation to the solver.
- Are you using particle tearing?
- Are you dynamically resizing the rope using cursors?
- Are you creating/destroying attachments at runtime?
- What are your blueprint settings? (resolution, thickness, pool size)
- What are your solver settings? (sleep threshold, constraints, etc)
- How are collisions set up (type and placement of colliders, their thickness, etc)
Just more info on how you're using the system. A simple screenshot of the rope isn't enough to work with.
Disabling ObiRope will prevent any physics calculations. You'll end up with just a rendered mesh.
-no tearing
-no cursor(but stretch because static attachment)
-no
-res=0.3, thick=0.01, pool=0;
-sleep=0.1, constrains: dist:par,20,1; bend:par, 2,1; Coll:par,5,1; Fric:par,3,1; Pin:par,10,1;
-Colliders: table: meshLevelCube+ a little down(to make thicker penetration), Coffeemachine: meshLevelCube; Plug: boxCollider with some space not to touch connected particle collider