The problem appears to occur when the distance from an edge is mixed with positive and negative values in VectorEPA function. The following workaround is suggested that uses absolute values of distances.
FORCEINLINE bool operator>(const VectorTEPAEntry& Other) const { #if 0 return static_cast<bool>(VectorMaskBits(VectorCompareGT(Distance, Other.Distance))); #else //workaround return static_cast<bool>(VectorMaskBits(VectorCompareGT(VectorAbs(Distance), VectorAbs(Other.Distance)))); #endif }
Unnatural EndOverlap occurs
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-237337 in the post.
0 |
Component | UE - Simulation - Physics |
---|---|
Affects Versions | 5.4, 5.5 |
Target Fix | 5.6 |
Fix Commit | 39941383 |
---|
Created | Jan 8, 2025 |
---|---|
Resolved | Feb 12, 2025 |
Updated | Feb 14, 2025 |