The MiningBuilding Blueprint in this user's project will not compile. Clicking the compile button never switches it to "Good to Go", and a warning that it needs to be compiled appears at PIE. Repro ...
Landscapes do not consistently return "hit" on traces. Lots of AH posts on this topic, and votes on public tracker: [Link Removed] ...
When replacing a static mesh with a skeletal mesh for bone animations, it falls to the ground. Even though gravity is disabled on the skeletal mesh. Changing the gravity scale to 0 is a work aroun ...
The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
If #define PHYSX_MEMORY_STATS 0 is set to 1, the Engine will not build successfully. The build fails with the message: error C2338: FPhysXAllocationHeader size must be less than 16 bytes. ...
Physical materials on landscapes always return DefaultPhysicalMaterial, even when the surface type is changed. ...
With an asset that has a physical material applied and generating hit events, the Switch on EPhysicalSurface node always returns the Default Surface Physical Material. The user on the AnswerHub po ...
When a graphical mesh is used to create a lower LOD for cloth assets and the Cloth FBX has the APB assigned to the material for the cloth there will be a crash. ...
Edit MattK: This probably has nothing to do with FBX. The object has a mass of 28 million kg so it would appear that the calculation of mass/physics asset is busted which is causing the flickering ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...