It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from NoCollision to QueryAndPhysics.

Steps to Reproduce

TestProject: [Link Removed]

The character's physics bodies have a max angular velocity set in the PhAT(100 deg/s on its feet). And I have a blueprint set its collision from QueryOnly to QueryAndPhysics and starts to simulate after 2 seconds when PIE, you can see the max angular velocity setup won't work. but if its initial collision is NoCollision or QueryAndPhysics, the angular velocity will be limited as expected.

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ComponentUE - Simulation - Physics
Affects Versions5.2
Target Fix5.5
CreatedAug 23, 2023
UpdatedFeb 27, 2024