Focused reference · Unreal Engine 5.8

Rigid bodies, forces, and sleep

unreal-chaos-physics/references/rigid-bodies-forces-and-sleep.md

Body setup

  • Fit collision around the mass-bearing shape; remove tiny snagging features.
  • Set density/physical material or Mass in KG deliberately; inspect center of mass and inertia behavior.
  • Use Linear/Angular Damping for real resistive behavior, not to mask unstable contacts.
  • Set friction/restitution through Physical Materials and test combined material behavior.
  • Enable gravity, CCD, hit/wake events, and simulation only when required.

Apply motion

IntentUseNotes
sustained thruster/windAdd Force each physics/game update for durationmass matters unless Accel Change
instantaneous kick/explosionAdd Impulse oncemass matters unless Vel Change
sustained force causing rotationAdd Force at Locationoff-center application creates torque
instant off-center strikeAdd Impulse at Locationchanges linear and angular motion
direct kinematic placementmove/teleport/sweep policydo not mix arbitrary transform writes with free simulation

Sleep settled bodies to remove solver work. If an object wakes repeatedly, inspect contact jitter, moving supports, thresholds, tiny penetrations, constraints, and per-frame property/transform writes before forcing sleep. Disabled destruction pieces cannot be collision-woken; use only when the lifecycle allows it.

Test mass ratios. Very light bodies constrained/contacting extremely heavy bodies can destabilize stacks and joints; correct representation and scale before raising iterations or projection.