Each changing collision response increases FPhysXTask count

Physics - Jul 8, 2019

calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...

QueryOnly SkeletalMeshComponent causes collisions

Physics - Jun 19, 2019

A SkeletalMeshComponent set to query only physics still interacts with collision. This is a regression from 4.21 Seems to be a side effect from a change to GetCollisionEnabled_CheckOwner ...

Simulating physics overrides the ability to move Skeletal Mesh Actors in Editor after moving a child component

Physics - Jun 18, 2019

Found in 4.22 CL#6574378 Reproduced in 4.21 CL#4753647, 4.24 Main CL#7062442 May be similar to UE-34164, which was reported fixed in 4.13 The following warning is spammed when trying to move a ph ...

Physics Constraints not being applied to Procedural Meshes

Physics - May 29, 2019

Procedural meshes with physics enabled created at runtime do not attach. ( Warning in Edtior: Constraint in '/Game/Maps/UEDPIE_0_Default.Default:PersistentLevel.withSMC_0.PhysicsTestSMC' attempting ...

Certain combined Linear/Angular movements cause Client to freeze for several seconds

Physics - May 24, 2019

When using Replicated Movement, certain combined linear/angular movements cause the client to freeze for several seconds and then catch up to the server. This is a regression from 4.21.2 (CL-4753647 ...

Rotate child relative to parent and a grandchild or great grandchild will leave collision box behind

Physics - May 15, 2019

The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...

Contact offset multiplier no longer working

Physics - May 10, 2019

Changes in physics code have caused rolling objects to behave differently. https://forums.unrealengine.com/development-discussion/content-creation/50364-rolling-ball-jumps-on-flat-surface Conf ...

SetPhysMaterialOverride does not work properly when using Weld Simulated Bodies enabled AttachToComponent func

Physics - May 7, 2019

When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...

PVehicleDrive not null-ed in UWheeledVehicleMovementComponent::OnDestroyPhysicsState

Physics - Apr 30, 2019

PVehicleDrive is not null-ed during OnDestroyPhysicsState, which can lead to crashes during future function calls. ...