When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
Incorrect values are loaded for the Collision Enabled property of attached ActorComponent Blueprints. ...
During play: Switching from a defined collision profile to the default profile results in default behaving as the previous profile. Switching from this to the custom collision profile results in ...
Add ENGINE_API to FPhysScene::AddPendingSleepingEvent and FPhysScene::AddPendingOnConstraintBreak. Useful when overriding FPhysXSimEventCallback via FPhysScene::SimEventCallbackFactory. ...
Because both FWorldAsyncTraceState's CurrentFrame and FTraceHandle are default initialized to 0, on the first frame, if a new Asnc Trace starts all default FTraceHandles will reference the same (now ...
Instanced and skeletal meshes produce an overlap but fail to compute an MTD, resulting in the logging of "OverlapTest says we are overlapping, yet MTD says we're not" in LevelActor.cpp ComponentEncr ...
Double-sided geometry collision doesn't work when using physics set linear velocity. This does not occur when using floating pawn movement or character movement components. Working as expected in 4 ...
When using checked PhysX builds, landscapes with holes generate errors when they shouldn't. ...
When a Skeletal Mesh isn't assigned, enabling Per Poly Collision on the Skeletal Mesh Component causes the Editor to crash. This issue was reported and tested in 4.20.1 (CL-4233996). This issue was ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...