UDK/PhysX: Ball jumps at edges

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. :\

I believe this subject has come up a few times on the UDN’s Unprog3 email list (or something similar).

I’d have to go back and look through my old emails if you can’t search the archive, but I believe one of the solutions was to add an additional rigid body sphere mesh around your ball that’s bigger than the skeleton. That might work?

Thanks Strobel, I’ll try to get my hands on an Unprog3
archive.

Since the first post I discovered that low speeds and/or
high friction surfaces help. Almost like miniscule
penetrations cause the sudden stops. Now I’m reading
through the PhysX SDK docs for clues.