UEbuildIOS.cs (and equivalents on other platforms, including Android and HTML5) force Target.bRuntimePhysicsCooking to false, presumably because we haven't compiled the necessary libraries yet for t ...
Commandlets that load physics assets such as FixupRedirects will populate GPhysXPendingKill* arrays, but they never get cleared. ...
Major performance drop with instanced meshes since PhysX 3.4 upgrade Regression: YES Worked: 3172292 (4.13.2) Broken: 3249277 (4.14.3) For me, my results were: 4.8 through 4.13 No Collision - ...
When a sphere trace extends from an actor, if the sphere radius is large enough and/or the actor is close enough to one of the actors hit by the sphere, the reported hit location will be the same as ...
The collision mesh and the display mesh are often similar enough to be difficult to differentiate, and there is currently no way to view the collision wireframe without the display wireframe as well ...
When a physics mesh lands on a skeletal mesh, it will never go to sleep. ...
PxShapes are created with a ref count of 1, and it is up to the caller to decrement this once the shape has been attached to an actor. There are a handful of places in the code in which this doesn' ...
This crash is occurring in a developer's packaged project for their end-users. End-user comments are below (unique to the specific project)The game started flickering and then crashed!I set down a ...
PhAT is inconsistent on when it does and doesn't apply scale to Constraint positions. This leads to cases where the positions provided create constraints that may not work when the Preview Skeletal ...
Crash occurs when the user attempts to retarget an animation blueprint that is using a RigidBody node. ...