The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script.
New repro steps:
1. Open the attached test project
2. PIE
Results: The physics constraint will fail to hold one of the cube collisions
Expected: For the physics constraint to hold (it works in Standalone Game)
------------------------------------------------------
Old repro steps:
1. Open QA-Game
2. Create an actor class blueprint & open it
3. In the Components tab, add a Scene component to the Root
4. Add a Box component, enable 'Simulate Physics' & disable 'Hidden in Game'
5. Add another Box component, only disable 'Hidden in Game'
6. Set the X location to 100
7. Add a Physics Constraint component
8. Set the X location to 50 (See screenshot #1)
9. In the Construction Script, add a Set Constrained Components node and set it up like screenshot #2
10. Compile & save
11. Place the blueprint into the level
12. Play the level multiple times to see Box1 fall instead of being constrained
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
How does TArray loop correctly remove elements in blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 4.7, 4.8 |
Target Fix | 4.12 |
Fix Commit | 2924212 |
---|---|
Main Commit | 2926677 |
Created | Jan 20, 2015 |
---|---|
Resolved | Mar 28, 2016 |
Updated | Apr 27, 2018 |