FBodyInstance::SetCollisionEnabled uses an incomplete conditional to determine whether or not it's in a Simulating or Non-Simulating state. This can cause cases where RecreatePhysicsState doesn't pr ...
The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...
REGRESSION BROKEN: 3216057 in Dev-Framework NOT OCCURRING: 3215904 in Dev-Framework However, it should be noted that, at CL 3215904, there is a separate (possibly related) issue that basically prod ...
REGRESSION Yes, does not occur in Release-4.14 at CL 3215883 When multi-selecting bodies in the PhAT viewport, there is a significant delay between the user clicking and the editor registering the ...
Deprecated Uproperty Variables with no alternative use information in ConstraintInstance.h from lines 558 - 674. The variables appear to have been added in July and immediately marked as deprecated. ...
'Get Closest Point on Collision" node is used to determine the distance between a primitive component (target) and another specified location (Point) as well as provide the point on the target. Thi ...
This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Access violation - code c0000005 (first/second chance not available) Source C ...
I first noticed this when I was going on a ramp at a high speed and was catapulted over the level. It seems that the faster you go, the bigger the pop is with physics. It is not easy to hit, but it ...
When a vehicle is on an uneven surface, the physics that are handling where the wheels should be placed is resolving sporadically, causing noticeable jitters and sometimes flipping. Regression?: Ye ...
Looks like there may be a missed edge cases when welding Skeletal Meshes. If the Weld Parent has Simulate Physics enabled after welding, the parent continuously tries to depenetrate from the child ...