Player Capsule angular velocity can launch a player when stepping on/off a physics simulated object

UE - Simulation - Physics - Destruction - Mar 24, 2015

Occasionally the player capsule can be launched due to bImpartBaseAngularVelocity being enabled in the CharacterMovementComponent. Disabling this does not result in the character capsule being launc ...

BP Component is not destructible if the Object Type is set during runtime

UE - Simulation - Physics - Destruction - Mar 16, 2015

BP Component is not destructible if the Object Type is set during runtime. If the Object Type is set manually before PIE is started, the BP component will destroy correctly. ...

Closing Chunk Parameters tabs with chunk selected and reopening Destructible will cause crash

UE - Simulation - Physics - Destruction - Mar 2, 2015

When opening a DM selecting any chunk, even the unfractured mesh, closing the chunk parameters tab and reopening the DM will result in a crash. If that DM is opened and clicked in the viewport it ...

Creating Destructible with PhysXLabs and Fracture Tool in UE4 yield different results and same settings

UE - Simulation - Physics - Destruction - Feb 25, 2015

When creating fracturing a mesh in PhysXLabs vs UE4 fracture tool with both using Voronoi fracture and set to 25 chunks will give different results. The mesh (Attached below along with reference i ...

Destructible meshes created with PhysXLabs will not cast shadows

UE - Simulation - Physics - Destruction - Jan 30, 2015

When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default sett ...

Destruction mesh with Crumble Smallest and Impact near another will leave residual mesh visible

UE - Simulation - Physics - Destruction - Jan 28, 2015

When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...

Destructibles using Form Extended structures with rigid body collision gives wrong hit result

UE - Simulation - Physics - Destruction - Jan 7, 2015

DESCRIPTION: When using form extended structure with DMs that are hit by a rigid body the resulting hit does not reflect the correct actor if they are both using form extended. If a DM without form ...

Destructible cannot change collision profile at runtime via Blueprints

UE - Simulation - Physics - Destruction - Jan 6, 2015

DESCRIPTION: When attempting to change the collision profile of a destructible via Blueprints it will not set appropriately. The collision profile set via the details panel for the individual object ...

Destructible created in PhysXlabs will clear materials when a chunk parameter is selected

UE - Simulation - Physics - Destruction - Dec 30, 2014

DESCRIPTION: The materials are cleared from a destructible that is created in PhysX Labs when a chunk in any of the depths is selected and if any of the chunk parameters are set to true. ATTACHED: ...

Mesh Particle Collision does not occur when placed in Destructible Meshes

UE - Simulation - Physics - Destruction - Dec 23, 2014

Mesh Type Particles with Collision on World Static and Destructibles will not keep collision when placed into the Effects slot of a Destructible Mesh. ...