SetCollisionProfileName and SetCollisionEnabled aren't working in Construction Script

Physics - Dec 5, 2019

This is a regression from 4.22.3 (CL-7053642) where this setup executed as expected. Toggling Collision Profiles in 4.23.1 (CL-9631420) and onward do not affect the Static Mesh and it acts as if it ...

Physics does not replicate for non root components

Physics - Dec 4, 2019

A root component can be properly replicated, but non-root components won't have their collision replicated, only their visible mesh.  ...

Geometry Collection crashing in Vulkan

Physics - Dec 2, 2019

After adding a Cube to the Viewport and creating a Geometry Collection the Editor will crashing in the Vulkan RHI. This crash does not happen in DirectX or if the Geometry Collection is made before ...

Wake/Sleep events are not properly handled with Welding

Physics - Nov 25, 2019

Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...

SetHitResultFromShapeAndFaceIndex crash

Physics - Nov 15, 2019

SetHitResultFromShapeAndFaceIndex calls  if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...

Unexpected Phat constraint skeleton tree search behavior

Physics - Nov 14, 2019

The skeleton tree search does not search for constraints based off of their full displayed name in the tree. Only their second bone name is used when filtering (despite portions of their full name s ...

Client Build Errors with VS 2019

Physics - Nov 11, 2019

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 ...

SetCollisionEnabled shouldn't check owner

Physics - Nov 8, 2019

Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...

PhysX Clang Builds Broken

Physics - Nov 5, 2019

Clang physx builds in 4.23 seem to be broken due to a change of GuPersistentContactManifold.h including #pragma warning and no longer ending in a new line. ...

Vehicles with at least one kinematic collision do not function anymore

Physics - Oct 30, 2019

Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...