the cable actor does not dynamically deform when the cable actor's parent mesh moves. Instead, the cable actor becomes rigid between the meshes it's bound between. This bug does not occur in the fo ...
Debugging the code I have been able to verify that in GeometryCollectionComponent.cpp line:2318, the if condition happens every two frames. I think DynamicCollection is not setting all the frames a ...
From UDN We use SetAllBodiesBelowPhysicsDisabled() to disable some bodies of our Vehicle. However by drawing the disabled bodies' particles position, we found those particles stay where they disab ...
Sometimes some of actors are destroyed after the destruction of the solver through the garbage collector. In this case, the app crash in FChaosScene::RemoveActorFromAccelerationStructureImp because ...
This is a regression. Tested in //UE5/Release-5.1 CL23901901 Additionally, I placed the cable actor in a sequencer then keyed several changes in position. The Cable actor had the same behavior of r ...
Licensee reports that overlapping actors not detected when the static mesh pivot doesn't coincide with actual geometry, e.g. between a character's legs. Maybe should do a bounding box check instead ...
BoxCollison's OnComponentHit event is not triggered when BoxCollison hits a spawned actor with simulate physics enabled. The event is triggered if the same actor has been placed in the level beforeh ...
Regression: Tested in UE5/Release-5.0, this issue also occurs so this is not a regression. ...
In ConvertQueryImpactHitImp, MaterialIndex is looked up from InternalFaceIndex, but FTriangleMeshImplicitObject:: MaterialIndices is an array by ExternalFaceIndex, so it returns incorrect material i ...
Generated from CrashReporter ...