There is extra random bouncing that can last a couple of seconds that does NOT occur in 4.15.2. Sometimes the cube would look like it settled, then randomly pop and bounce again. This happened on b ...
A warning is appearing in the output log during PIE when an actor contains a Physics Constraint component that does not have any constrained components set. This did not occur in 4.15.2, this is a ...
If a Box Collision component is set to simulate physics, calling "Set Box Extent" causes the editor to crash. Workaround: Setting Collision Enabled for the box component to "Physics Only" or "Query ...
Skeletal Mesh Simulating Physics will stretch if pawn is driven by "Add Force". Note, Physics Asset constraint is set to locked on all Linear Limits ...
REGRESSION Yes, does not occur in 4.15.2. When placing or selecting a Physics Constraint Actor, the following warning will spam in the output log:LogTemp:Warning: Running Get ...
The editor is crashing in the attached project on PIE when World Origin Rebasing is enabled. According to the user, this did not occur in 4.13, but I was unable to test any further back than 4.15, a ...
Incorrect collision of merged actor that was merged from a Spline Mesh Component Licensee description: We often use spline mesh blueprints to generate organic art for us, like roots, trees, and r ...
Adding instanced static meshes in a random order by location gives 25% of normal frame rate, compared to adding them in order by X,Y,Z location. ...
UEbuildIOS.cs (and equivalents on other platforms, including Android and HTML5) force Target.bRuntimePhysicsCooking to false, presumably because we haven't compiled the necessary libraries yet for t ...
Commandlets that load physics assets such as FixupRedirects will populate GPhysXPendingKill* arrays, but they never get cleared. ...