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I see that the haptic loop fetches the position/speed of the haptic device and it's possible to apply forces/torques both at a high frequency (500-1000Hz). However, the generation of collisions in Unreal Engine works using the OnComponentHit function that releases the data on every Tick from Unreal Engine at low frequencies (60-120Hz). Even the sub-stepping experimental function from Unreal Engine releases all the collisions at the end of every Tick (60-120Hz) (see technical details here https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Substepping/).
Therefore, even if your plugin can send forces to the device at 500-1000Hz, it is not possible to generate collision responses at 500-1000Hz in Unreal Engine to send them in real-time. Is this correct or are we missing something? Is there any possible way to calculate the collision forces at 500-1000Hz in Unreal Engine?
Thank you again.
The text was updated successfully, but these errors were encountered:
Hello!
I see that the haptic loop fetches the position/speed of the haptic device and it's possible to apply forces/torques both at a high frequency (500-1000Hz). However, the generation of collisions in Unreal Engine works using the OnComponentHit function that releases the data on every Tick from Unreal Engine at low frequencies (60-120Hz). Even the sub-stepping experimental function from Unreal Engine releases all the collisions at the end of every Tick (60-120Hz) (see technical details here https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/Substepping/).
Therefore, even if your plugin can send forces to the device at 500-1000Hz, it is not possible to generate collision responses at 500-1000Hz in Unreal Engine to send them in real-time. Is this correct or are we missing something? Is there any possible way to calculate the collision forces at 500-1000Hz in Unreal Engine?
Thank you again.
The text was updated successfully, but these errors were encountered: