If #define PHYSX_MEMORY_STATS 0 is set to 1, the Engine will not build successfully. The build fails with the message: error C2338: FPhysXAllocationHeader size must be less than 16 bytes. ...
Physical materials on landscapes always return DefaultPhysicalMaterial, even when the surface type is changed. ...
With an asset that has a physical material applied and generating hit events, the Switch on EPhysicalSurface node always returns the Default Surface Physical Material. The user on the AnswerHub po ...
When a graphical mesh is used to create a lower LOD for cloth assets and the Cloth FBX has the APB assigned to the material for the cloth there will be a crash. ...
Edit MattK: This probably has nothing to do with FBX. The object has a mass of 28 million kg so it would appear that the calculation of mass/physics asset is busted which is causing the flickering ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
BoxCollision component must be simulating physics in order for collision and hit events to work. Note: This testbed doesn't contain print outs of the hit events due to an existing bug with adding e ...
When you have a sphere that is rolling it will never come to a complete stop even at low speeds. It will slow it's speed but never stop. This conversation was discussed with James G and Ori C back ...
The Show Collision option in the Viewport does not show all collision during Simulate. ...
Using AddTorque to apply a rotation to a skeletal mesh does not always provide the expected results if a fixed time step is being used. When doing this to the Owen character in the Content Examples ...