This issue was reported by a customer trying to modify the static meshes of a GeometryCollection. After removing some meshes from the Geometry Source, he used the Reset button to apply the changes t ...
If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation. Chec ...
Vehicle wheel shapes on the server appear to detach from the vehicle and remain at their spawn point when running a networked game. The clients physics representation is ok and as expected, i.e. whe ...
Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...
From UDN We use SetAllBodiesBelowPhysicsDisabled() to disable some bodies of our Vehicle. However by drawing the disabled bodies' particles position, we found those particles stay where they disab ...
This is a regression. Tested in //UE5/Release-5.1 CL23901901 Additionally, I placed the cable actor in a sequencer then keyed several changes in position. The Cable actor had the same behavior of r ...
BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...
In ConvertQueryImpactHitImp, MaterialIndex is looked up from InternalFaceIndex, but FTriangleMeshImplicitObject:: MaterialIndices is an array by ExternalFaceIndex, so it returns incorrect material i ...
Generated from CrashReporter ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...