Crash when using ComplexCollisionMesh and the ComplexCollisionMesh has more material index than drawing mesh's material index

UE - Simulation - Physics - Mar 2, 2020

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 Paint Tool In Cloth Simulation Doesn't Work On Mac

UE - Simulation - Physics - Feb 28, 2020

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 ...

Overlap Events Don't Work On ISM.

UE - Simulation - Physics - Feb 27, 2020

ISMs will generate Hit Events but not Overlap Events. ...

Physics Constraint Actor Won't Disable Collision Between Two Actors That Are Already Colliding

UE - Simulation - Physics - Feb 17, 2020

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. ...

Show collision can't display Complex Collision Mesh

UE - Simulation - Physics - Feb 12, 2020

"viewmode collisionpawn" and "viewmode collisionvis" can not display complex collision meshes as well. ...

Inconsistent SkeletalMesh physics controls

UE - Simulation - Physics - Jan 30, 2020

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 ...

Debug render complex collision incorrect for spline mesh components

UE - Simulation - Physics - Jan 27, 2020

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, ...

Failed assertion on creating a basic chaos geometry collection and PIE

UE - Simulation - Physics - Jan 23, 2020

User encounters a failed assertion when trying to create a simple geometry collection from a box ...

USkeletalMeshComponent::ShouldRunEndPhysicsTick only checks if root body is awake

UE - Simulation - 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

UE - Simulation - 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 ...