Moving the contents folder for the Dynamic Clocks marketplace asset crashes the editor immediately. Frequency: 5/5 CrashReporter: [Link Removed] ...
Attempting to get the Relative Location of a component that once simulated physics, but has been dynamically set at runtime to not simulate physics returns the World Location instead until the actor ...
When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...
A user reported that FBodyInstance::GetBodyBounds() fails if RigidActorSync is a PxRigidStatic. They stated that it returns uninitialized data because PxRigidStatic does not subclass PxRigidBody. ...
Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...
In the vehicle template, vehicle wheels ignore collision settings of the vehicle when they are set to custom and altered. ...
In the file EngineDefines.h, changing 37 to read "#define WITH_SUBSTEPPING 0" will cause the solution to fail the build process. ...
A licensee found a problem with a capsule component used in a blueprint. A player intersecting the spherical ends of the capsule will cause it to fire overlap events. However, after simulating physi ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...