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.
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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193649 in the post.
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Component | UE - Simulation - Physics |
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Affects Versions | 5.2 |
Target Fix | 5.6 |
Created | Aug 23, 2023 |
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Updated | Oct 25, 2024 |