USkeletalMeshComponent::ShouldRunEndPhysicsTick only checks if root body is awake

Physics - Jan 16, 2020

USkeletalMeshComponent::ShouldRunEndPhysicsTick calls UPrimitiveComponent::RigidBodyIsAwake(), which only checks the root body instance. Instead it should call USkeletalMeshComponent::IsAnyRigidBody ...

bUseDefaultCollision not enabled by default

Physics - Jan 9, 2020

Counter intuitively, static mesh components do not enable bUseDefaultCollision by default, and uses the "BlockAllDynamic" profile. AStaticMeshActors on the other hand, do enable bUseDefaultCollision ...

Cloth paint update issues

Physics - Jan 7, 2020

Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...

Clothing Data paint doesn't effect visible mesh

Physics - Jan 7, 2020

Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...

Creating a new collision preset changes the collision of the capsule for third person character blueprint

Physics - Jan 7, 2020

Creating  a custom collision preset changes the collision of third person characters capsule component.  Tested in: 4.23.1 CL#9631420 4.24.1 CL#10757647 4.25 CL#10889200 ...

USpringArmComponent::UpdateDesiredArmLocation does not update overlaps

Physics - Dec 20, 2019

Objects attached to a spring arm component, moved by changes to the target length/rotation, do not have their overlaps updated. USpringArmComponent::UpdateDesiredArmLocation calls USceneComponent ...

Initial overlaps aren't populated by BeginPlay

Physics - Dec 18, 2019

Get overlapping components/actors is not fully populated with initial overlaps by BeginPlay in 4.24, like they were in 4.23 ...

Apex Destructibles are not properly rendered

Physics - Dec 16, 2019

For Apex Destructible components, the un-fractured mesh rendered for each asset is the same and disappears when the component fractures, despite the physics bodies being correct. ...

Simulating forking bones ignores import scale

Physics - Dec 12, 2019

Simulating the children bodies, but not the parent, of a skeletal mesh imported with a uniform scale not equal to 1, seems to ignore the imported scale, instead using their initial relative location ...

EPhysicalSurface metadata is not updated with Physical Surface Project Settings

Physics - Dec 6, 2019

Changes to 'Project Settings -> Physics -> Physical Surface' do not update the Enum metadata of the EPhysicalSurface until Project Settings is re-opened. EPhysicalSurface Enum metadata is set i ...