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  1. #1
    MSgt. Shooter Person
    Join Date
    Apr 2010
    Location
    England
    Posts
    66

    Default Pawn & ground friction, possible bug?

    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....
    Last edited by ania; 04-16-2011 at 12:39 PM. Reason: Posting test results

  2. #2
    Veteran
    Join Date
    May 2007
    Location
    Above KillZ, Below StallZ
    Posts
    9,953

    Default

    PHYS_Walking speed is a maximum of GroundSpeed, and if the pawn is actually walking (ie not running), then it's GroundSpeed * WalkingPct.

    PHYS_Flying speed is a maximum of AirSpeed.

    I'm not aware of any sort of ground friction, I could be wrong though.
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