Implementing an EventHit node in a Geometry Collection Actor and printing the Names of the returned values, it wrongly returns the reference to this Actor (self) on the Other actor object reference, ...
We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero. FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the in ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
The editor might crash when stopping PIE in some scenarios ...
If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...
See the SpinningObjectStability test map in the Physics Sandbox. [Link Removed] It's not clear if this is a bug or a side effect of some of our solver shortcuts (e.g., omission of the precession te ...
When both Substepping and Tick Physics Async are enabled, there appears to be an inconsistency between the part of the physics simulation that calculates the number of steps and the part that calcul ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...
Reproduced 3/3 times, issue also occurs in //UE5/Release-5.0 - CL 20979098 Binary. Confirmed NOT a Regression. ...