Reproduced 3/3 times. A similar bug occurred with PhysX ([Link Removed])
Check the function:
FVector FSimpleAerodynamicsSim::GetCombinedForces(float VelocityIn)
if the velocityIn is negative, the value should multiply -1. Then the vehicle will get correct aerodynamic resistance.
Actual Result: Car accelerates to mach speed, clipping through the bounds of the map
Expected Result: Car reverses slowly, as dictated by the high amount of drag. It should be similar to the Car's speed moving forward.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-161413 in the post.
0 |
Component | UE - Simulation - Physics |
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Affects Versions | 5.0.2, 5.0.3, 5.1 |
Target Fix | 5.2 |
Created | Aug 19, 2022 |
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Resolved | Feb 3, 2023 |
Updated | Apr 28, 2023 |