Single sided complex collision mesh collision blocks character movement from backside

UE - Simulation - Physics - Query - Nov 17, 2023

Commenting out the branch in FTriangleMeshSweepVisitor::VisitSweep is a work-around.if (CullsBackFaceSweepsCode != 0) { if (VectorMaskBits(IsBackFace)) { // Don't cull the back face ...

ComponentOverlapMultiByChannel with a rotated simple collision PrimComp misses overlap vs. complex collision

UE - Simulation - Physics - Query - Nov 8, 2023

UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...

Landscape components not returning physical material with LineTrace in Editor mode

UE - Simulation - Physics - Query - Sep 13, 2023

The OutHit from a LineTraceByChannel against a landscape in Editor is not returning the Physical Material of that landscape. While PIE there is no issue. While using BoxTrace (even in Editor) there ...

Characters can not pass through back faces of triangle meshes

UE - Simulation - Physics - Query - Jan 17, 2023

Here is a work around bool FTriangleMeshSweepVisitor::VisitSweep(const TSpatialVisitorData<int32>& VisitData, FRealSingle& CurDataLength) { ... if (CullsBackFaceSweepsCode != 0) { if ...