**Physics collision ignores Capsule Collision, When Skeletal mesh root bone orientation is rotated in the Z-Axis, resulting in unexpected collision behavior. Screen shot has been attached to de ...
Constraints created by users are all given the same Joint Name of "UserConstraint" and it cannot be edited. This makes referencing these joints individually impossible. Regression?: No This occurs ...
Created Static Mesh Actor's Simplified Collision boxes do not mirror Collision Orientation when mirrored in the World/Editor. ...
AStaticMeshActor::CheckForErrors() is producing slightly incorrect results due to position and scale being exact matched, instead of using an epsilon comparison. Rotation is using Euler angles for ...
Un-checking the ContributeToMass setting on any part of a physics asset results in an ensure when simulating physics. ...
There is a duplicated block of physics replication code in PhysScene_PhysX.cpp https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...
Any static mesh with collision complexity set to project default currently has the project default value stored in the asset registry instead of the "CTF_Default". By storing the converted value th ...
Changes in an assets collision profile are picked up only when an instance is created, while changes to the assets collision shapes are propagated to instances. This represents an inconsistent handl ...
The Mirror option in the Physics Asset editor is not accurate at mirroring the bodies. The position and rotation is always skewed. Regression? No This occurs in 4.20 ...
Setting a Vehicle to Asynchronous physics will cause a crash. Confirmed in 4.22 Main at CL 4542756 ...