USkeletalMeshComponent::ShouldRunEndPhysicsTick calls UPrimitiveComponent::RigidBodyIsAwake(), which only checks the root body instance. Instead it should call USkeletalMeshComponent::IsAnyRigidBody ...
Counter intuitively, static mesh components do not enable bUseDefaultCollision by default, and uses the "BlockAllDynamic" profile. AStaticMeshActors on the other hand, do enable bUseDefaultCollision ...
Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...
Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...
Creating a custom collision preset changes the collision of third person characters capsule component. Tested in: 4.23.1 CL#9631420 4.24.1 CL#10757647 4.25 CL#10889200 ...
The behavior in this bug is a little odd since it is not present in any project that is upgraded to 4.24.1 (CL-10757647), but only those that are created directly in 4.24.1. The behavior is also a l ...
Objects attached to a spring arm component, moved by changes to the target length/rotation, do not have their overlaps updated. USpringArmComponent::UpdateDesiredArmLocation calls USceneComponent ...
For Apex Destructible components, the un-fractured mesh rendered for each asset is the same and disappears when the component fractures, despite the physics bodies being correct. ...
Simulating the children bodies, but not the parent, of a skeletal mesh imported with a uniform scale not equal to 1, seems to ignore the imported scale, instead using their initial relative location ...
Changes to 'Project Settings -> Physics -> Physical Surface' do not update the Enum metadata of the EPhysicalSurface until Project Settings is re-opened. EPhysicalSurface Enum metadata is set i ...