FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport.

Steps to Reproduce
  • Have a MovementComponent use a FScopedMovementUpdate and perform non-swept (teleport) movement
  • Note that FScopedMovementUpdate::EndScopedMovementUpdate uses the default value (false) bTeleport in the PropagateTransformUpdate() call.
  • As a result, Rigid Bodies between the teleport location will be pushed as if it was a swept movement.

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Won't Fix
ComponentUE - Simulation - Physics
Affects Versions4.9
CreatedJun 17, 2015
ResolvedOct 26, 2016
UpdatedJun 23, 2018