Steps to Reproduce

1. In a physx build, pick a skeletal mesh and create/use a physics asset for it that has bodies for the root bone and one or more other bones.
2. Call USkeletalMeshComponent::SweepComponent against it such that the sweep should hit the root bone's shape. This sweep should hit.
3. Now call USkeletalMeshComponent::SweepComponent such that the sweep should hit a different shapet that's not on the root body. This sweep won't hit.

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There's no existing public thread on this issue, so head over to AnswerHub just mention UE-112915 in the post.

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Unresolved
ComponentSimulation - Physics
Affects Versions4.26
Target Fix4.27
CreatedApr 6, 2021
UpdatedApr 6, 2021