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 ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
Multi Sphere Trace is not returning the correct Impact Location. Other AnswerHub Report:https://answers.unrealengine.com/questions/30952/multisphere-trace-fhitresult-location-same-as-impa.html ...
When firing a projectile that has CCD activated, the first hit on an object that is either a bsp or very thin wilil draw a debug line through the object instead of drawing away from the impact point ...
Using the ServerTravel console command to switch to a different level while a physics vehicle is in the current level will trigger an assert. ...
Users custom 4.6 project crashes on load. If the DefaultEngine.ini file is deleted, then the project will start fine. ...
When a code class deriving from WheeledVehicleMovementComponent is created in a Vehicle Advanced template project, the user is required to include a constructor for the FWheelSetup struct in Wheeled ...