Generated from CrashReporter ...
UPaperGroupedSpriteComponent does not properly update its physics data at runtime, due to relying on the inherited UPrimitiveComponent functions that do not handle its multiple FBodyInstances. ...
calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...
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 ...
Found in 4.22 CL#6574378 Reproduced in 4.21 CL#4753647, 4.24 Main CL#7062442 May be similar to [Link Removed], which was reported fixed in 4.13 The following warning is spammed when trying to mov ...
Generated from CrashReporter ...
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 ...
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 ...
The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...
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 ...