When you enable the physics substepping, if you run the console command p.Chaos.Solver.DebugDrawSpatialAccelerationStructure 1, you can see how does not follow the physical object. The user that rep ...
Following code works as a workaround void FClusterUnionManager::HandleAddOperation(FClusterUnionIndex ClusterIndex, const TArray<FPBDRigidParticleHandle*>& Particles, bool bReleaseClustersFirst) ...
When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryCollection. In the editor, destruction is simulated rega ...
Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
Also tried using “show VisualizeTemporalUpscaler” and noticed the frames that have missing motion vector data showed up as pops in the “show VisualizeReprojection” part of the visualizer. ...
Collision between an instanced static mesh and a physics simulating actor (with "simulation generates hits events" enabled) results in the following warning: LogChaos: Warning: Collision handler en ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
A cube constrained to a physics actor will start to jitter uncontrollably when interacted with. (see attached media and repro steps for more details) Tested in the following //UE5-Release-5.3-CL ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...