When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

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 ...

UPaperGroupedSpriteComponent does not override handling for its multiple FBodyInstances

UE - Simulation - Physics - Jul 10, 2019

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. ...

Each changing collision response increases FPhysXTask count

UE - Simulation - Physics - Jul 8, 2019

calling SetCollisionResponseToChannel or something similar, FPhysXTask will ever increase . Finally, it causes serious frame rate drop. That count can be reset by calling RecreatePhysicsState. ...

QueryOnly SkeletalMeshComponent causes collisions

UE - Simulation - Physics - Jun 19, 2019

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 ...

Simulating physics overrides the ability to move Skeletal Mesh Actors in Editor after moving a child component

UE - Simulation - Physics - Jun 18, 2019

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 ...

Physics Constraints not being applied to Procedural Meshes

UE - Simulation - Physics - May 29, 2019

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 ...

Certain combined Linear/Angular movements cause Client to freeze for several seconds

UE - Simulation - Physics - May 24, 2019

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 ...

Rotate child relative to parent and a grandchild or great grandchild will leave collision box behind

UE - Simulation - Physics - May 15, 2019

The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...