Description

This is a regression. Tested in //UE4/Release-4.27 CL18319896

Add World Rotation applied to a Static Mesh simulating physics behaves erratically.

Steps to Reproduce
  1. Create a Blank template project with Starter Content
  2. Create a Blueprint Actor
    1. Add a Static Mesh component
    2. Enable Simulate Physics on the Mesh component
    3. Set the Static Mesh to a Cube
    4. In the Event Graph get a reference to the Static Mesh component
    5. Off the reference create an 'Add World Rotation' node
    6. Set the Z value to 10.0
    7. Connect Event Tick execution pin to the Add World Rotation
    8. Compile, Save, and Close the Blueprint
  3. Place the Actor in the level above the floor
  4. Simulate the level

Expected Results:
The Cube falls to the floor and spins in place.

Actual Results:
The Cube falls to the floor and spins while sometimes stuttering and shifting around.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-157898 in the post.

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Unresolved
ComponentUE - Simulation - Physics
Affects Versions5.0.2
Target Fix5.1
CreatedJun 28, 2022
UpdatedJun 29, 2022