When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
When using a constraint to disable collision between the constrained bodies, collisions are not ignored if the constraint is part of a streamed in sub level that does not block on load. This also oc ...
"Simulate Selected" overwrites "Physics Type" property when playing in Editor. In any subsequent PIE sessions SK_Mannequin will simulate physics even though the option is toggled off. This was repo ...
The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.// Setup wind data Body->bWindEnabled = true; Scene->Get ...
FPhysicsInterface_PhysX::LineTrace_Geom does not properly respond to welded child bodies. ...
Objects' sleep states are not being properly replicated to the client. While it cant seem to be reliably triggered, occasionally the client will receive a constant stream of sleep events, until the ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
The 'Force Disable Collision Between Constraint Bodies' rigid body node option modifies the collision table of the physics asset its used with. It is expected that this option works as an override a ...
The UWorld Async Sweep functions are missing the FQuat Rot parameter of their sync counterparts and the Sweep, Overlap, and Async Overlap functions are missing param comments for their rotation para ...
When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...