Make sure to activate pX_SetCCD(1); function, then attach pXent_SetCCDSkeleton(my,vector(0.25,0.25,0.25), 0); to your entity action, now you can jump on any entities. Play with pX_setautodisable(1.0, 1.0); function too and make your pXent_setmass a bit bigger.
From PhysX Documentation "Continuous collision detection is useful for fast moving objects. With traditional collision detection, fast moving objects pass through other objects during a single time step. This effect is known as tunneling. Imagine a bullet traveling towards a thin metal plate, in the first time step it would be on one side and in the next it would be on the other.To deal with this problem, a technique known as continuous collision detection (CCD) is necessary."
Regards, Robert
Quote
Everything should be made as simple as possible, but not one bit simpler. by Albert Einstein
Just as I thought, CCD does not help. Again, I want to stress that the instability (moving around all goofy before settling) only takes place on certain faces/sides of the models. Also, I am still able to push the barrel models straight through the ground by jumping on them with the player model.