UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created.
When CoM is set through the editor, the vehicle is constructed with the appropriate offset and everything works fine.
When CoM is set at runtime, the suspension data is not recalculated properly, and the vehicle exhibits unexpected behavior.
As a fix for [Link Removed], a delegate was added to BodyInstance that will notify when the mass properties are updated. This addresses a few issues, but doesn't address the suspension setup. Recalculating the suspension setup (and potentially other vehicle settings that are dependent on weight) when the delegate is called should fix the issue.
(In both cases, the left truck of each pair has Center Of Mass Offset set in Editor and the right truck has it set On Begin Play).
Expected: Each truck's movement should be consistent with its partner's movement.
Actual: The trucks with CoM set On Begin Play act differently than those set in Editor.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39820 in the post.
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Component | UE - Simulation - Physics |
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Affects Versions | 4.14, 4.15 |
Target Fix | 4.16 |
Fix Commit | 3290753 |
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Main Commit | 3362661 |
Created | Dec 15, 2016 |
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Resolved | Feb 7, 2017 |
Updated | Apr 27, 2018 |