Description

Add Actor World Offset does not work consistently with physics-enabled objects

Repro Rate: 3/3

Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there, it is a regression.

Steps to Reproduce
  1. Open a Blank BP project
  2. Create a new Blueprint based on Actor
  3. Add in a Static Mesh Component
  4. Add in a Box Collision component
  5. In the Event Graph, drag out a reference to the Box Collider
  6. From the Box Collider, drag out and place the "Get Overlapping Actors" node
  7. Drag from the Overlapping Actors and place a "For Each Loop" node
  8. Hook up "Event Tick" to the "For Each Loop"
  9. Drag out from the Array Element and place an "Add Actor World Offset" node
  10. Now place a reference to the Static Mesh component
  11. Drag out and place a "Get World Rotation" node
  12. From the Return Value, drag out and place a "Get Forward Vector" node
  13. Multiply the Forward Vector by 0.5
  14. From the multiplication, attach that to the Delta Location on the "Add Actor World Offset"
  15. Place the BP_Actor in the scene
  16. Drag a cube into the scene above the BP_Actor
  17. In Details, set the cube to Simulate Physics, Enable Gravity, and Generate Overlap Events
  18. Play in Editor

Results: Cube will start overlapping the Actor Blueprint, moving towards the forward vector of the Actor Blueprint however the cube will stop moving after touching the ground for a bit while still overlapping with the Actor Blueprint.
Expected: Cube will start overlapping the Actor Blueprint and continually move towards the forward vector of the Actor Blueprint while overlapping the box collision on the Actor Blueprint.

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Fixed
ComponentUE - Simulation - Physics
Affects Versions5.0
Target Fix5.1
Fix Commit22289755
Main Commit22290104
Release Commit22289755
CreatedMay 3, 2022
ResolvedOct 1, 2022
UpdatedNov 2, 2022
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