Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...
Context: In a World partition level, to reduce complexity and provide a scalable solution when creating new projects, grid cell streaming can be enabled. Problem: The problem is that physics constr ...
Vehicle Template vehicle with added Thruster Configuration to its VehicleMovementComponent will be affected by force relative to the distance from the origin. At around 200000 the force is enough to ...
When you create a GeometryCollectionActor by dragging a GeometryCollectionAsset from the ContentBrowser into the scene, instead of using the PhysicsMaterial defined in the GeometryCollectionAsset, i ...
Physics Constraint Component has lost accuracy between Unreal versions 5.2 and 5.4 (and up). When measuring the exact distance between rigid bodies constrained by a Physics Constraint Component, the ...
In ChaosVehicleMovementComponent::CalcThrottleBrakeInput, autobrake is set when a vehicle is stopped - this means that when the car is virtually stationary, the BrakeOut inout parameter is always 1. ...
OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...
Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...
FCableSceneProxy::BuildCableMesh in CableComponent.cpp:233 showed up as a hot spot in profiling because the two TArray allocators in SetDynamicData_RenderThread used by BuildCableMesh are created an ...
The Physics Asset Editor has a "mirror" feature that allows physics bodies and constraints to be mirrored from one side of a skeleton to the other. If this operation worked correctly, it could save ...