ORIGINAL PROBLEM:
I'm attempting to set a constant velocity of 650 on the X axis to a pawn while it's in PHYS_Walking but the pawn is only moving at a speed of around 482. Whatever velocity I try to move it at, the pawn always ends up moving at around 74% of the speed I'm trying to apply.
However, when the pawn is in PHYS_Falling, the velocity gets correctly changed to whatever value I set.
So my question.....is there something native going on with the pawn and how it handles velocity in different Physics states? Is there some sort of extra friction or drag that is getting applied?
Oh, and the problem is consistent whether I'm extending from Pawn / GamePawn / UDKPawn.
EDIT: Some interesting discoveries!
I put a Physics volume with GroundFriction=0 around a section of my map and the velocity applies correctly within that area.
This means that it's ground friction which affects the pawn's velocity during PHYS_Walking, right?
BUT with a default ground friction (no physics volumes), I realised that the velocity gets dragged down to a different amount, depending on the framerate (eg. not always 74% of my value)
At ~60fps, trying to apply 650 velocity results in a speed of 482.
At ~120fps, trying to apply 650 velocity results in a speed of 560.
Is the way that Unreal handles ground friction frame-rate dependent???
Sounds bad to me....



Reply With Quote
![Send a message via ICQ to Blade[UG]](images/styles/TwistedDark/misc/im_icq.gif)
![Send a message via AIM to Blade[UG]](images/styles/TwistedDark/misc/im_aim.gif)
![Send a message via MSN to Blade[UG]](images/styles/TwistedDark/misc/im_msn.gif)
![Send a message via Yahoo to Blade[UG]](images/styles/TwistedDark/misc/im_yahoo.gif)



Bookmarks