1. In a physx build, pick a skeletal mesh and create/use a physics asset for it that has bodies for the root bone and one or more other bones.
2. Call USkeletalMeshComponent::SweepComponent against it such that the sweep should hit the root bone's shape. This sweep should hit.
3. Now call USkeletalMeshComponent::SweepComponent such that the sweep should hit a different shapet that's not on the root body. This sweep won't hit.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-112915 in the post.
2 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.26 |
Target Fix | 4.27 |
Created | Apr 6, 2021 |
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Resolved | Jun 11, 2021 |
Updated | Dec 1, 2022 |