The player collision debug visualization for negatively scaled boxes is rendering the back faces, not the front faces. The debug primitives are rendered via the dynamic mesh builder. FDynamicMeshBui ...
Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
From file [Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\AABBTree.h], function Chaos::TAABBTree<>::GetAsBoundsArray(): bool GetAsBoundsArray(TArray<TAABB<T, 3>>& AllBounds, int32 NodeIdx, i ...
The Geometry Collection Dataflow node CreateGeometryCollectionFromSources is breaking Material Assignment. As the licensee has pointed out, this previously worked in 5.5. The most probably cause fo ...
Enabling Strip Source Data On Cook on Geometry Collection (GC) is also stripping the Anchor flag of cooked assets. The licensee has reported that once they do a build the Anchors disappear and GCs t ...
On welding physics bodies during primitive component attachment, UPrimitiveComponent::WeldToImplementation() calls GetRootWelded() and then GetBodyInstance() on the returned root. This searches by b ...
Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...
In AnimNode_RigidBody.cpp, PhysicsSimulation->CreateActor() is being passed World Space transforms, when it should be getting Local Simulation space transforms. The licensee has reported that FAnimN ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...