Spawning an actor during TG_PrePhysics is added to TG_StartPhysics which leads to the editor locking up when multiple actors are spawned. ...
When using a Destructible Mesh in a bluprint and trying to return the Hit Bone Name will result in "none" being printed. However, using a simply line trace from the individual bone names from a frac ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Looks like we're either using the wrong scene for world support queries or more likely query geometry is being added as static geometry in the NxScene and being picked up for world supports (this is ...
Numerous issues when manipulating destructibles. 1) Changing collision response pre-fracture will not affect chunks post-fracture 2) Changing collisions response pre-fracture will prevent damage f ...
Bug generated from crash reporter. This crash has been found in 4.7.6 and still occurs in 4.8.3 and 4.9.2 to users. One user in particular still, and he experiences it often. I have not been able ...
Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...
When using partial destruction for destructible meshes only the first fracture functions correctly, afterwards the remaining object will act like a solid body. The linked UDN post has and example p ...
Submitted by a licensee on UDN. I verified it and have attached the test level that he provided. In the test map. some boxes fall and break. Walking straight into the boxes causes the editor to cra ...