Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
Deadlock in Chaos during PIE; the main thread is in USkeletalMeshComponent::HandleExistingParallelEvaluationTask waiting for a task to complete, and a worker thread is running that task and is in US ...
A cube constrained to a physics actor will start to jitter uncontrollably when interacted with. (see attached media and repro steps for more details) Tested in the following //UE5-Release-5.3-CL ...
If "Editable when Inherited" is disabled for the static mesh component the issue does not occur. The bug could be related with other UDN cases:https://udn.unrealengine.com/s/case/5004z00001ruXmEAAU ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...
This issue was reported by a customer trying to modify the static meshes of a GeometryCollection. After removing some meshes from the Geometry Source, he used the Reset button to apply the changes t ...
Even with the “Editable when Inherited” flag set in the blueprint class static mesh component, the BP instance collision preset cannot be set to one different from the BP class collision preset. The ...
The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...
If attaches a StaticMeshComponent with collision active to another actor with a SkeletalMeshComponent simulating physics by socket name the StaticMeshComponent miss collision for simulation. Chec ...