Generated from CrashReporter ...
Procedural meshes with physics enabled created at runtime do not attach. ( Warning in Edtior: Constraint in '/Game/Maps/UEDPIE_0_Default.Default:PersistentLevel.withSMC_0.PhysicsTestSMC' attempting ...
When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...
The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...
Changes in physics code have caused rolling objects to behave differently. https://forums.unrealengine.com/development-discussion/content-creation/50364-rolling-ball-jumps-on-flat-surface Conf ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
PVehicleDrive is not null-ed during OnDestroyPhysicsState, which can lead to crashes during future function calls. ...
There are various issues with mirroring in phat. Some issues are:Incorrect transforms(translation rotation and scaling) for both constraints and bodiesModifying un-selected constraints' angular lim ...
Warnings are logged when a body without physics collision enabled is set to simulate via the editor, but not when set programmatically during play. ...
Setting bodies physics blend weight, blends an animation with physics simulation but does not update the collision bodies to match as is expected, instead the collision bodies are at their fully sim ...