Asset Registry should store the raw collision complexity enum

Physics - Nov 21, 2018

Any static mesh with collision complexity set to project default currently has the project default value stored in the asset registry instead of the "CTF_Default". By storing the converted value  th ...

Inconsistent asset property change propagation

Physics - Nov 21, 2018

Changes in an assets collision profile are picked up only when an instance is created, while changes to the assets collision shapes are propagated to instances. This represents an inconsistent handl ...

The Mirror option in the Physics Asset editor is not accurate

Physics - Nov 13, 2018

The Mirror option in the Physics Asset editor is not accurate at mirroring the bodies. The position and rotation is always skewed. Regression? No This occurs in 4.20 ...

Vehicle using Async Scene Crash

Physics - Nov 6, 2018

Setting a Vehicle to Asynchronous physics will cause a crash. Confirmed in 4.22 Main at CL 4542756 ...

Skeletal Mesh rigid body simulation is not being updated with correct bones locations right after Skeletal Mesh is spawned

Physics - Nov 5, 2018

When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...

Incorrect Collision Enabled loaded for attached Blueprint Components

Physics - Oct 9, 2018

Incorrect values are loaded for the Collision Enabled property of attached ActorComponent Blueprints.  ...

Inconsistent Blueprint Instance Physics/Collision edit-ability

Physics - Oct 9, 2018

For Blueprints with components having collision, the collision profile set in the blueprint seems to determine the edit-ability of many collision/physics properties of the instances. The profiles ef ...

Snap to Bone only updates the UI in the PHat Editor - Constraints still modified when simulated

Physics - Oct 9, 2018

Even though the constraint appears to be snapped to the bone in the Editor, when it simulates, the skeletal mesh behaves like it was pulled apart I noticed this while verifying UE-55368. Even thoug ...

Default collision profile is effected by previously set profiles

Physics - Oct 3, 2018

During play: Switching from a defined collision profile to the default profile results in default behaving as the previous profile. Switching from this to the custom collision profile results in ...

Add ENGINE_API to FPhysScene's AddPendingSleepingEvent and AddPendingOnConstraintBreak

Physics - Oct 2, 2018

Add ENGINE_API to FPhysScene::AddPendingSleepingEvent and FPhysScene::AddPendingOnConstraintBreak. Useful when overriding FPhysXSimEventCallback via FPhysScene::SimEventCallbackFactory. ...