If a radial force component applies force to a BSP the editor will crash. The radial force will need to be set to affect world static objects. ...
Rotating a constraint does not update its range of motion based off of angular limits. The user who reported this also mentioned that migrated constraints do not see this issue (eg: migrating a phys ...
DrawBoxSweeps does not account for box rotation when drawing lines between swept vertices, leading to disconnected debug visuals. ...
GetClosestPointonCollision returns point on parent instead of welded child. From user: "The problem appears to be in PhysicsInterfacePhysX.cpp in GetSquaredDistanceToBody, line 2873. When UPrimit ...
Changing collision response in runtime prevents physics actor from sleeping after interaction with channel-relevant object ...
Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...
The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...
GeomSweepMulti and GeomOverlapMulti are not being exported, as the template specializations are declared outside of the physics interface class without ENGINE_API. ...
Rotating constraints in PhAT rotates both reference frames. This behavior was previously enabled by holding ALT while rotating, as indicated by an on screen message in PhAT, but has now become the d ...