Setting the collision thickness for the landscape does not appear to have any effect on any objects colliding with it. Setting the value to a negative or a positive has no effect. ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...
If a static object has 'Use Complex collision as simple' set as its collision type, it'll collide with a player but will not collide with objects that are dynamically simulating physics. ...
When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...
ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
While using an Actor Component, Simulate Physics cannot be toggled with a Click Event if Substepping is enabled. If Substepping is off, everything works fine. This seems to only happen if an Actor ...
It's been reported that using the rolling ball physics on a flat landscape will cause the rolling ball to bounce when it crosses a seam. It does not happen on every single seam, but it happens prett ...
A user has found that they are seeing differences in how objects are affected by physics in Stand alone as apposed to PIE. While testing the amount of force applied to an object in the different pla ...
If a blueprint has "Simulate Physics" active on a component, it will not render when running standalone game. ...