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Tinker Tuesday for November 4, 2025

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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The recovery of my nuked work is going well, it's indeed quite a bit easier to retrace my own steps than it was fumbling around for a solution, but I'll probably need another week to wrap it up.

How have you been doing @Southkraut?

I found out why my objects kept accelerating all over the place.

As it turns out, Unreal doesn't need colliders to do collisions and physics and whatnot. Meshes can do just fine on their own if you tell them to, and by default they're set up to! And since I stuck to what I had seen in code examples - i.e., have both a collider and a mesh on an actor, as one would in Unity or Godot - I had components that were added to the same actor physically overlapping each other. Which did not register as collisions, at least not of any sort I had been watching out for. It certainly did cause those components to attempt to violently separate, which they couldn't because, as said, they were attached to the same actor. Fun.

So I disabled the physics ont the meshes, and everything just dropped to the ground as is proper.