The Fictitious Angular Scale is still having an effect when the cloth is teleported. Also it shouldn't have any effects when the velocity scale is set to 1 (as per tooltip documentation) but it doe ...
We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
When a small external force is applied to the rigid body, the VSmooth value is reset in the ResetVSmoothFromForces function. Since this function ignores the current velocity, a very small velocity ...
This came via a UDN. Very small triangles can generate very small lods, which make query time really slow if your self collision thickness is significantly larger. You will do X^3 checks per query ...
This is an issue reported from a licensee: When sample landscape height at a given location, it is likely we interpolate from the wrong triangle. [Image Removed] Details in: [Link Removed] ...
Error message:Assertion failed: !HasAttribute(Name, Group) [File:D:\CHAOS\Engine\Source\Runtime\Experimental\Chaos\Public\GeometryCollection/ManagedArrayCollection.h] [Line: 121] ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
The Remove-On-Break (ROB) feature, set on Fracture Mode on Geometry Collections (GC), was supposed to make the particle shrink until it vanishes. When the GC goes to sleep the shrinking stops and sh ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...