Setting Physics Blend Weight to anything between 0 and 1 causes erratic behavior

UE - Simulation - Physics - Jul 27, 2015

If the user simulates all bodies, and then sets the physics blend weight to a decimal value between 0 and 1, the skeletal meshes will spin out of control. This doesn't happen if the physics blend w ...

Skeletal mesh jerks backwards when moving capsule component back to skeletal mesh with physics enabled

UE - Simulation - Physics - Jul 27, 2015

If a skeletal mesh utilizing a capsule component has physics enabled to ragdoll, when the capsule is moved back to the mesh the mesh will jerk backwards towards the capsule briefly. ...

Physics Constraint doesn't hold if one Component is used for constraint

UE - Simulation - Physics - Jul 22, 2015

Physics Constraint doesn't hold if one Component is used for constraint User Description: Hello, I recently updated the project from 4.7.6 to 4.8.2 and the physics constraint don't seem to work an ...

Constraints are broken when capsule component height changed

UE - Simulation - Physics - Jul 20, 2015

James: I think we currently recreate the capsule body when you change dimensions, should just change the shape instead. – DisableCollision is reset if constrained Capsule Component height is change ...

PhysX Crash when Spawning Destructible Meshes at Runtime

UE - Simulation - Physics - Jul 17, 2015

I was only able to reproduce this issue after receiving the user's project. The project he provided crashes when I follow his directions, but after looking at the blueprints involved in the crash r ...

Objects with QueryOnly collision push Physics objects

UE - Simulation - Physics - Jul 8, 2015

From UDN: We are having an issue where a cube physics actor simulating physics is being pushed around by a characters character mesh while walking around on top of it. If i set the character mesh ...

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision

UE - Simulation - Physics - Jul 7, 2015

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...

Components and Actors attached to physics objects (with weld) are not solidly attached

UE - Simulation - Physics - Jul 2, 2015

Components and Actors attached to physics objects are not solidly attached. The child actor tends to float around in relation to the parent. Occurs even when using a "Weld" attachment In the exam ...

Collisions doesn't work at BeginPlay against Instanced Meshes if their Mobility is Static

UE - Simulation - Physics - Jul 1, 2015

User reports that in 4.8 in some cases bodies for Static-mobility ISMC instances are not yet initialized when BeginPlay is called. It seems like deferred creation for level streaming should be com ...

PhAT Editor Crashes Engine when Collision Changed

UE - Simulation - Physics - Jun 25, 2015

When you change a section of a Multi-Convex Collision to Slyph and then Select the other sections, Engine will crash.Shift-selecting deleted convex in physics assets causes crash(From PhAT) Tried to ...