Cloth Asset - Cloth bounces off wildly during the rendering of a sequence in MRQ.

UE - Simulation - Physics - Character - Jun 26, 2024

The motion blur rendering is causing some issues when rendering the cloth asset as the timestep wildly changes without the number of substeps being increased, The movie pipeline code needs to man ...

A Simulating Physics component with StartAwake = false will be awoken by a Welded component

UE - Simulation - Physics - Jan 10, 2025

A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...

Soft angular constraints solve velocity like hard constraints

UE - Simulation - Physics - Jul 17, 2025

Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...

Collision filtering issue when multiple shapes on an actor

UE - Simulation - Physics - Jul 22, 2022

Collision filtering is producing unexpected results in certain setup. Objects are passing through one another when they are expected to collide. ...

Geometry Collection cluster handles leaking and causing ensures with field systems

UE - Simulation - Physics - Destruction - Aug 26, 2025

Geometry Collection cluster handles leaking and causing ensures with field systems. The licensee has shared their analysis: We have been tracking down an assert that seems to happen occasionally wh ...

Destroying a welded actor is causing an Array index out of bounds crash on 5.6

UE - Simulation - Physics - Jul 30, 2025

Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...

In UChaosGameplayEventDispatcher::HandleCollisionEvents(), when bSwapOrder = true, Comp1 should be set to PhysicsProxy0's owning component, not PhysicsProxy1's.

UE - Simulation - Physics - Solver - Sep 18, 2024

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, ...

UGeometryCollectionComponent::EventDispatcher gets registered for events twice what can result in duplicate collision events being fired

UE - Simulation - Physics - Destruction - Sep 18, 2024

UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...

Applied external forces to vehicles may be nullified by sleeping

UE - Simulation - Physics - Solver - Jan 12, 2024

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 ...

ChaosCacheManager is not recording the Observed GeometryCollections NotifyBreak states between level loading and will default to false if changed from Record to Play

UE - Simulation - Physics - Mar 28, 2025

ChaosCacheManager (CCM) is not recording the Observed GeometryCollections (GC) NotifyBreak states between level loading and will default to false if changed from Record to Play. AChaosCacheManager ...