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 ...
When using Weld Simulated Bodies enabled AttachToComponent func, the child Primitive Component's BodyIstance ActorHandle is released. As a result, in BodyInstance.cpp, the judgment of FPhysicsComman ...
PVehicleDrive is not null-ed during OnDestroyPhysicsState, which can lead to crashes during future function calls. ...
There are various issues with mirroring in phat. Some issues are:Incorrect transforms(translation rotation and scaling) for both constraints and bodiesModifying un-selected constraints' angular lim ...
Warnings are logged when a body without physics collision enabled is set to simulate via the editor, but not when set programmatically during play. ...
Setting bodies physics blend weight, blends an animation with physics simulation but does not update the collision bodies to match as is expected, instead the collision bodies are at their fully sim ...
Trying to stand on an object with physics enabled using the default third person template causes some very weird behavior. The object and character will jitter wildly and launch either one far away. ...
Sweeps/Raycasts do not return hits for zero length queries. This is a regression from 4.21, where zero length Sweeps/Raycasts correctly returned hits. ...
If a radial force component applies force to a BSP the editor will crash. The radial force will need to be set to affect world static objects. ...
Rotating a constraint does not update its range of motion based off of angular limits. The user who reported this also mentioned that migrated constraints do not see this issue (eg: migrating a phys ...