Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
Compiling without "WITH_PHYSX" leads to compile errors. https://udn.unrealengine.com/questions/450489/projects-without-physx-not-compiling.html Projects without PhysX (WITH_PHYSX disabled) will not ...
Doing a line trace on a landscape does not return the correct physical material unless "Generate Overlap Events" was enabled after changing the physical material. If the physical material on the lan ...
No user comments in crash group 760 PX_ASSERT((!capacity) || (newData && (newData != mData))); 761 copy(newData, newData + mSize, mData); 762 763 // inserting elem ...
Physics replication is not working properly. The replicated physics are different than what is on the server. The user who reported this issue pointed out this line as well which seems to not do any ...
InstancedStaticMeshComponent is not properly updated when Actor enabled collision changes. ...
When changing Cloth Skeletal Meshes and Animation Blueprints on a Character it will cause the Engine to crash during PIE. This is a regression from 4.19.2 (CL-4033788) as it was working as expected ...
Attempting to call SetPhysMaterialOverride() in a component's C++ constructor causes the project to crash when opening it in the Editor. ...
When applying a second material to a Destructible Mesh it does not texture the chunks of the fractured mesh. The chunks remain the same as base color of the Destructible Mesh. This is issue was re ...
This is a regression from 4.19.2 (CL-4033788). The pawns aren't replicating their own movement on their clients, but they are replicating on the clients of other pawns. This was reported and teste ...