No longer occurs in 4.12
When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale.
1. Open UE4
2. Use any static Mesh (used engine cube for this test)
3. Add another collision box and pull away from main mesh (setup video attached for demonstration)
4. rotate collision box
5. Place mesh in the scene
6. Enable show flag for collision
7. Scale the mesh in the negative for X, Y, or Z axis.
Expected: The collision rotation will be taken into account when using a negative value for scale of a mesh.
Results: The collision box that is rotated is not lined up correctly with the mesh when using a negative value in the X, Y, or Z axis.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-15682 in the post.
2 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.7, 4.8, 4.9 |
Target Fix | 4.13 |
Created | May 15, 2015 |
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Resolved | Jul 11, 2016 |
Updated | Apr 27, 2018 |