Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...
"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...
Context: By default, Unreal Engine creates both simple and complex shapes, then, based on what the user wants (complex query versus simple query), the physics solver will use the corresponding shape ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
Origin from this UDN ticket, https://udn.unrealengine.com/s/question/0D5QP00000sGtbO0AS/chaosvehiclemovementcomponent-intertia-tensor-isnt-adjusted-for-center-of-mass-override?fromCase=1 TLDR is th ...
Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
Reported on UDN: Something in the setup of the City Sample vehicles means that if a vehicle starts inside a Box Collider Component then it won't generate an EndOverlap when exiting. Vehicles in ge ...
UDN customer requests that all parameters have units in their tooltips. Need to do a sweep and check what might be missing. This is not a regression, the information will have never been their in t ...