When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...
The Gradient Tool rotates the camera on Mac instead of painting the Gradient End Value. I wasn't able to test in Main on a Mac. There were no issues on Windows in 4.23.1, 4.24.3 and 4.26 Main. Foun ...
ISMs will generate Hit Events but not Overlap Events. ...
Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...
"viewmode collisionpawn" and "viewmode collisionvis" can not display complex collision meshes as well. ...
There are inconsistencies with how the inherited body + bodies of a skeletal mesh are treated across the various inherited/overridden primitive component functions, and their multi-body forms. For ...
The debug render collision for spline mesh components using a mesh with complex collision is incorrect and is not updated to reflect changes in the mesh's deformation. The collision response itself, ...
User encounters a failed assertion when trying to create a simple geometry collection from a box ...
USkeletalMeshComponent::ShouldRunEndPhysicsTick calls UPrimitiveComponent::RigidBodyIsAwake(), which only checks the root body instance. Instead it should call USkeletalMeshComponent::IsAnyRigidBody ...
Counter intuitively, static mesh components do not enable bUseDefaultCollision by default, and uses the "BlockAllDynamic" profile. AStaticMeshActors on the other hand, do enable bUseDefaultCollision ...