When using SetAllBodiesBelowSimulatePhysics to simulate physics for multiple bones, all of those bones ignore constraints and collision between other bodies on the same skeleton. ...
Using SetCollisionObjectType at runtime to change the collision channel of a character results in different results than expected. Project: [Link Removed] ...
Weird behavior occurs when toggling Simulate Physics on physics actors by input instead of on BeginPlay. Multiple odd behaviors are present such as touching physics actors ignoring collision. Test ...
When using SetActorPosition() on a WheeledVehicle, it does not affect it in any way. This worked previously in 4.8. This has also been tested in main CL# 2698791 This may be related with: https:// ...
When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location. This causes the skeleton to be "impale ...
When changing Up Ratio for the Gear Setup in a Wheeled Vehicle's Vehicle Movement Component, there are some weird results. At 1.0 for Gear Setup, the gear should shift once RPM is at max but it will ...
Problem: When you press any of the Joint Presets buttons on a Physics Constraint Actor that is placed in a level the buttons do not do anything. Solution: Pressing the Joint Presets buttons setup t ...
Collision of child actor doesn't rotate if the parent is simulating physics. This was an old bug that an AnswerHub user reported back in 4.9 but now a licensee is reporting this same behavior in 4.1 ...
PBO Disable option does not work in Hide Bone By Name node See repro and images[Image Removed][Image Removed] ...
If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...