Collision capsule attached to skeletalmesh with 'collision enabled' collides

Physics - Jun 18, 2015

Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...

Deferred movement updates don't respect the bTeleport flags

Physics - Jun 17, 2015

FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport. ...

Simulated physics bodies not working properly with BP Move Component To node

Physics - Jun 5, 2015

This issue may reference UE-9483 which was recently fixed with 4.9 CL-2553675. When using the MoveComponentTo node physics do not work properly compared to other methods to move a component like u ...

Collision thickness on landscape does not appear to work

Physics - May 27, 2015

Setting the collision thickness for the landscape does not appear to have any effect on any objects colliding with it. Setting the value to a negative or a positive has no effect. ...

Setting scale to 0 in any direction breaks overlap events

Physics - May 26, 2015

When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...

A static object using 'Complex as simple' collision will not collide with a dynamic object that is simulating physics

Physics - May 20, 2015

If a static object has 'Use Complex collision as simple' set as its collision type, it'll collide with a player but will not collide with objects that are dynamically simulating physics. ...

Collision Boxes not set properly when using negative values

Physics - May 15, 2015

When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...

If a component has been rotated at all, running ComponentSweepMulti on it does not return the correct position of any colliders on the component

Physics - May 14, 2015

ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...

LineTraceSingleByChannel returns a hit for any object it hits, regardless of whether or not that object has the specified collision channel set.

Physics - May 5, 2015

The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...

While using an Actor Component, Simulate Physics cannot be toggled with a Click Event if Substepping is enabled

Physics - Apr 29, 2015

While using an Actor Component, Simulate Physics cannot be toggled with a Click Event if Substepping is enabled. If Substepping is off, everything works fine. This seems to only happen if an Actor ...