CharacterMovement doesn't clear velocity

UE - Simulation - Physics - Oct 11, 2024

Velocities are not being cleared when physics simulation set to false.  ...

Changing the Global Time Dilation to a very small value and returning it to a large value (by either using the slomo console command or directly in BP) makes Physics simulating ragdolls fly off into space.

UE - Simulation - Physics - Sep 26, 2024

Changing the Global Time Dilation to a very small value and returning it to a large value (by either using the slomo console command or directly in BP - slomo sets TimeDilation) makes Physics simula ...

Geometry collection components report incorrect mass for character movement components

UE - Simulation - Physics - Sep 24, 2024

A player cannot move heavier GC objects even if we have a valid setup due to the GC not reporting the correct mass.  ...

It's possible to create a locked state on a rigidbody by creating a TransientField that will keep the rigdbody Sleeping even after it leaves the Field's area of influence

UE - Simulation - Physics - Sep 5, 2024

The licensee found a way to lock the state of a rigidbody as PBDRigid->ObjectState() == EObjectStateType::Sleeping by subjecting it to a particular transient field composed of a RadialFalloff and a ...

Physics Linear Velocity functions from UPrimitiveComponent always return (0,0,0) velocity

UE - Simulation - Physics - Jul 30, 2024

In Unreal Engine version 5.4, all Physics Linear Velocity functions inside PrimitiveComponent class are returning always a velocity of (0,0,0), even if the Body Instances are moving. This was workin ...

In UE 5.4, some config variables are not getting saved correctly, due to the new User/Editor rules.

UE - Simulation - Physics - Jul 24, 2024

A lot of properties are not getting saved correctly to custom configuration files. This looks like that it can be cause by the FConfigContext::PerformLoad function. New conditionals have been added ...

Geometry Collections don't support any collision visualization modes (Collision, CollisionVisibility or CollisionPawn)

UE - Simulation - Physics - Jun 27, 2024

Geometry collection objects do not display any collision visualization, either collision color or wireframe overlay when the view mode is set to Player Collision or Collision Visibility or when the ...

Get Velocity nodes with a specified bone return incorrect values

UE - Simulation - Physics - Jun 10, 2024

Please note that a similar issue exists [Link Removed], however it is not the same, as this issue requires a bone to be specified in the node to occur. Leaving the Bone Name field as None or Root pr ...

City Sample vehicle does not always produce an EndOverlap Event

UE - Simulation - Physics - Apr 23, 2024

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 ...

Clustering GeometryCollections in sleep state forces them to awake

UE - Simulation - Physics - Mar 27, 2024

The sleep state will be overwritten in ClusterUnionManager::UpdateAllClusterUnionProperties. Clustering using AClusterUnionActor results the same behavior as well. ...