05-12-2022, 06:04 PM
(05-12-2022, 04:51 PM)josemendez Wrote: There's two materials that come with the package: "High friction" and "High static friction". Which one are you using? The "High static friction" one has its combine mode set to "minimum", so when it collides with another collision material the lowest friction of the two will be applied.
Deformable objects cannot be scaled at runtime, in general. This also applies to ropes and cloth. The reason is they don't have a single reference point to be scaled around, unlike rigid objects. Mathematically speaking, it simply doesn't make sense.
If you're changing the scale of the blueprint, you'll need to re-bind the ObiSoftbodySkinner component. Just like you would if changing the skeleton of a character: you'd need to rebind its skin afterwards.
let me know if you need further help,
Yeah so I was setting the scale with the blueprint, not with the transform, clicking on bind doesn't help, after hitting play the result is the same, also, when clicking it, the softbody renderer doesn't reflect the scale set in the blueprint
https://youtu.be/RTpwTL89g-w