Description

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.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193649 in the post.

0
Login to Vote

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