Description

The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of distances.

	FORCEINLINE bool operator>(const VectorTEPAEntry& Other) const
	{
#if 0
		return static_cast<bool>(VectorMaskBits(VectorCompareGT(Distance, Other.Distance)));
#else //workaround
		return static_cast<bool>(VectorMaskBits(VectorCompareGT(VectorAbs(Distance), VectorAbs(Other.Distance))));
#endif
	}
Steps to Reproduce
  1. create a project with thirdperson template
  2. select manipulatable actors in outliner
  3. Open right click menu > Transforms > Delta Transform
  4. set 80000,80000,80000 to the dialog and click OK
  5. place a TriggerVolume
  6. Enter Brush Editing Mode
  7. Add edges to the brush component and deform it to make a polygonal mesh
  8. Open BP_ThirdPersonCharacter blueprint
  9. Add OnComponentBeginOverlap and OnComponentEndOverlap event to the CupsuleComponent(Root)
  10. Add and connect PrintString node to the events
  11. Start PIE
  12. Walk around the center of the TriggerVolume
  • Repro is available in the additonal link URL

Result:

Unnatural EndOverlap occurs

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-237337 in the post.

0
Login to Vote

Unresolved
ComponentUE - Simulation - Physics
Affects Versions5.45.5
Target Fix5.6
CreatedJan 8, 2025
UpdatedJan 24, 2025
View Jira Issue