A ball primitive jumps every time when it passes an
edge: edge of a collision primitive or a triangle in case
of a per poly collision hull.
I’m using UDK and tried the following things already,
none of them helped:
-
0 restitution, 0 friction physical material on the static
geometry. -
Per poly or DOP collision.
-
Continuous collision detection is enabled on the ball.
-
Overlapping collision.
-
Connector meshes on the boundaries of objects,
creating a bridge over the threshold.
I ran out of ideas. :\