Setting a restitution of 1 for a ground material and a restitution of 1 for a ball that bounces on the ground should keep the ball bouncing at the same height consecutively. Over the course of time ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...
This will only repro when connected to source control ...
Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...
Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision). ...
This problem is caused by the AccessLogWriter has not been flushed at the termination. The following workaround flushes the Writer.class FFileSystemDerivedDataBackend : public FDerivedDataBackendInt ...
Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...