When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true.
I've attached a project with assets from the engine content folder that can reproduce this using the TutorialTPP character and the SkeletelCube mesh.
SkeletelCube had to have a physics asset generated, which has two physics bodies.
Confirmed in:
4.10 Binary Release
4.11 Release CL-2781072
Dev-Physics CL-2794504
1. Open attached project
2. Press Play or Simulate
If creating from scratch:
1. Create or import a skeletal mesh with any number of bones
2. Create a physics asset and make sure that it has 4 or fewer physics bodies
3. Place in the world
4. Set the asset to Simulate Physics with Start Awake Disabled
5. PIE or Simulate
Expected: With Start Awake disabled the asset should not start awake
Results: Asset starts awake regardless of the option being disabled.
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
Why does UV setting float2(1,1) display incorrectly in the material's custom node?
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 4.10, 4.11 |
Target Fix | 4.12 |
Fix Commit | 2852636 |
---|---|
Main Commit | 2855709 |
Created | Dec 8, 2015 |
---|---|
Resolved | Feb 2, 2016 |
Updated | Apr 27, 2018 |