A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...
The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of dista ...
When there is a physical material mask asset that has been created and applied to a mesh in the level without having a texture source imported yet, and then "ShowFlag.PhysicalMaterialMasks" is enabl ...
The ChaosCacheManager (CCM) changes the bSimulatePhysics flag from the ObservedComponents and, if deleted, the change will persist, what can lead to confusion as observed physical entities will inad ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
Velocities are not being cleared when physics simulation set to false. ...
In Unreal Engine version 5.4, all Physics Linear Velocity functions inside PrimitiveComponent class are returning always a velocity of (0,0,0), even if the Body Instances are moving. This was workin ...
Geometry collection objects do not display any collision visualization, either collision color or wireframe overlay when the view mode is set to Player Collision or Collision Visibility or when the ...
Please note that a similar issue exists [Link Removed], however it is not the same, as this issue requires a bone to be specified in the node to occur. Leaving the Bone Name field as None or Root pr ...