A user has reported a physics regression from 4.19 to 4.20 where attempting to roll a static mesh down a slope made of multiple meshes no longer results in a smooth roll. The static mesh will skip a ...
Player/Visibility Collision doesn't work with InstancedStaticMesh or HierarchiInstancedStaticMesh components. Found in 4.19 CL# 4033788, 4.20 CL# 4212847, 4.21 CL# 4221482 ...
If you have a mesh with a rotated box in its simple collision primitives, that box won't be in the correct position if you scale the mesh by -1. This issue was reported in 4.20 (CL-4212847) and rep ...
See [Link Removed]. ...
Attempting to edit the "Collision Enabled" setting of a primitive component while the owner's collision is disabled results in no changes. Regression?: No This occurs in 4.18 ...
The default engine cube meshes collision appears to be incorrect an causing a phantom collision. Found in 4.19 #CL 4033788, 4.20 Preview 5 CL# 4173040, 4.21 CL# 4188563 ...
I think this issue was happen since 4.18 in which version Apex Destructible was move to Plugin ...
Collision snaps to socket at an unexpected angle. See attached screenshot for breakdown on what is expected and unexpected. Description provided by user: the collider of the root bone is turned - ...
The order in which actors are listed on a physics constraint affects the physics simulation. This should not make any difference in how the physics are simulated. Regression?: No This occurred in ...