Components stop reporting overlap after a certain amount of actors are attached
Warning Trying to simulate physics on ''/Game/UEDPIE_0_Level1.Level1:PersistentLevel.Cube7.StaticMeshComponent0'' but no physics body.
This is a regression:
Worked in: 4.15.3-3450819
Not working in: 4.16.1-3466753
User Description:
This bug report is kinda weird. StaticMeshComponents attached to each other report overlap just fine using ComponentOverlapComponent when they're not simulating physics.
Once they simulate physics, they report overlap also but only for the first two attachments.
I've uploaded a video to demonstrate the setup here:Video
And provided a template project that reproduces this here: Project
I also get these warnings, which may be related:
Warning Trying to simulate physics on ''/Game/UEDPIE_0_Untitled.Untitled:PersistentLevel.Cube4_11.StaticMeshComponent0'' but no physics body. Warning Trying to simulate physics on ''/Game/UEDPIE_0_Untitled.Untitled:PersistentLevel.Cube3_8.StaticMeshComponent0'' but no physics body. Warning Trying to simulate physics on ''/Game/UEDPIE_0_Untitled.Untitled:PersistentLevel.Cube2_5.StaticMeshComponent0'' but no physics body.
Correction: I don't get this behavior in 4.15.
Results: All attached actors are overlapping on begin play and read True. After physics is simulated, the last couple of actors that were attached will read false on overlap.
Expected: For the same behavior in 4.15.3 and all attached actors return true on overlap after physics is enabled.
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Simulation - Physics |
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Affects Versions | 4.16.1, 4.17 |
Target Fix | 4.17 |
Fix Commit | 3475422 |
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Main Commit | 3502661 |
Created | Jun 5, 2017 |
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Resolved | Jun 6, 2017 |
Updated | Apr 27, 2018 |