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
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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Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46841 in the post.
1 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.15.3, 4.16.2, 4.17 |
Target Fix | 4.20 |
Created | Jul 5, 2017 |
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Resolved | Apr 23, 2018 |
Updated | Jun 23, 2018 |