Description

Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes.

The effect is more noticeable if you set the fixed frame rate lower than 60.

You can see an example here: [https://www.youtube.com/watch?
v=ib2jyGFHxMU&feature=youtu.be].

Attached is the first person character falling endlessly that shows how far the collision can be from the mesh.

Found in 4.23 CL#8386587
Reproduced in 4.22.3 CL#7053642, 4.24 Main CL#9374978

Steps to Reproduce

1. Create a new blueprint vehicle template project
2. Begin playing the game
3. Enter the following command "pxvis collision"
4. Drive forward for until you are going 70 km/h
5. Keep pressing forward and turn right
6. Look at the physics collision for the car body and tires

Results: The physics collisions lag behind my mesh.

Expected: The physics collisions stay with the mesh.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-81240 in the post.

3
Login to Vote

Unresolved
ComponentPhysics
Affects Versions4.234.244.22.3
Target Fix4.25
CreatedOct 2, 2019
UpdatedOct 4, 2019