Non-clustered geometry collections applied RemoveAllAnchors are not put into FPBDRigidsSOAs::DynamicGeometryCollectionArray, so acceleration is not reset every tick and they fall super fast. The fol ...
Deadlock in Chaos during PIE; the main thread is in USkeletalMeshComponent::HandleExistingParallelEvaluationTask waiting for a task to complete, and a worker thread is running that task and is in US ...
When you enable the physics substepping, if you run the console command p.Chaos.Solver.DebugDrawSpatialAccelerationStructure 1, you can see how does not follow the physical object. The user that rep ...
The Editor become unresponsive and then has very low frame rates after activating the Player Collision view mode in the Small_City_LVL and Large_City_LVL maps in the CitySample project. The curre ...
Failed to build UE4.27.0 with Win64/Development Editor. Can avoid this error that excluding the project from build configuration. (Solution UE4->Properties->Configuration Properties->Configuratio ...
Crashing on windows 7 when trying to create a geometry collection or opening the chaos destruction demo. Breaking on D3D11Util.cpp: Line 249 UE_LOG(LogD3D11RHI, Fatal,TEXT("%s failed \n at %s:%u \n ...
This never happens on ue5.0.0 The problem appears to be caused by a deleted PhysicsProxy being registered with Solver. Since the solver accesses the deleted PhysicsProxy, it may crash. Checking a ...
SkeletalMeshSimulationComponent does not effect the simulation of geometry collections to interact with skeletal meshes and setting the component to dynamic results in a crash. ...
Vehicle wheel friction values are applied too high relative to the vehicle centre of mass. They are applied at the wheels original rest position rather than the base of the current wheel location. ...
When building UE 4.23 from source using VS 2019, there are compile errors when building the Targets DebugGame Client and Development Client. Note that Debug Client builds successfully. The errors ar ...