ISMs will generate Hit Events but not Overlap Events. ...
Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...
"viewmode collisionpawn" and "viewmode collisionvis" can not display complex collision meshes as well. ...
There are inconsistencies with how the inherited body + bodies of a skeletal mesh are treated across the various inherited/overridden primitive component functions, and their multi-body forms. For ...
The debug render collision for spline mesh components using a mesh with complex collision is incorrect and is not updated to reflect changes in the mesh's deformation. The collision response itself, ...
User encounters a failed assertion when trying to create a simple geometry collection from a box ...
USkeletalMeshComponent::ShouldRunEndPhysicsTick calls UPrimitiveComponent::RigidBodyIsAwake(), which only checks the root body instance. Instead it should call USkeletalMeshComponent::IsAnyRigidBody ...
Counter intuitively, static mesh components do not enable bUseDefaultCollision by default, and uses the "BlockAllDynamic" profile. AStaticMeshActors on the other hand, do enable bUseDefaultCollision ...
Activating and Deactivating Cloth Paint marks the skeletal mesh as dirty, even if no values were painted and there is no transaction in the Undo History. Painting Max Distance values from non-zero ...
Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...