When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...
ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...
The collision channel specified in LineTraceSingleByChannel does not appear to be taken into account when the trace is performed. Instead of ignoring any objects that are not set to that channel, an ...
While using an Actor Component, Simulate Physics cannot be toggled with a Click Event if Substepping is enabled. If Substepping is off, everything works fine. This seems to only happen if an Actor ...
It's been reported that using the rolling ball physics on a flat landscape will cause the rolling ball to bounce when it crosses a seam. It does not happen on every single seam, but it happens prett ...
A user has found that they are seeing differences in how objects are affected by physics in Stand alone as apposed to PIE. While testing the amount of force applied to an object in the different pla ...
If a blueprint has "Simulate Physics" active on a component, it will not render when running standalone game. ...
Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
Setting a restitution of 1 for a ground material and a restitution of 1 for a ball that bounces on the ground should keep the ball bouncing at the same height consecutively. Over the course of time ...