Description

Physics Constraints have unexpected behavior when used on nested static mesh components. Simulating inside of the blueprint has a similar effect to what is expected but when the BP is added to the level and played, it behaviors differently. One of the constrained components will snap to a different part of the mesh than expected on start.

Licensee Description:

So I ran into a physics issue and tried to figure out what was wrong. After some testing it seems like the PhysicsConstraints are behaving kinda weird.

For me this seems like unexpected behavior, but maybe I'm wrong and I've done something wrong in my setup. If so I'd like to know how I should set it up differently. Otherwise; Is this a knows issue? And is the a changelist to fix it?

I tried a similar setup on a colleague's computer running Vanilla UE4 4.16.2

Steps to Reproduce
  1. Open the attached test project
  2. PIE
  3. Stop PIE > Open the BP for each
  4. Go to the Viewport > Simulate in each BP

Results: BP_Test_A, C, & D will have a different result during PIE than what is simulated in the BP editor.

Expected: For the physics during PIE to be more accurate to what is shown during simulate in the BP editor. The simulate in PIE doesn't seem to be 100% accurate but the overall behavior looks expected.

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Won't Fix
ComponentUE - Simulation - Physics
Affects Versions4.15.34.16.24.17
Target Fix4.20
CreatedJul 5, 2017
ResolvedApr 23, 2018
UpdatedJun 23, 2018