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 ...
This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...
There's a vehicle/third person camera stutter observed as the vehicle corners. The issue appears worse with Physics Async mode enabled, and less perceptible with this mode disabled. This video was ...
There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...
There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...