PhysX throws warnings (which are escalated to errors) when CCD and Kinematic are in invalid states (they can only be enabled exclusively). The code to fix this has already been submitted, but may c ...
Calling Add Angular Impulse on BeginPlay causes the editor to crash. Workaround: Adding a short (.01s) delay after BeginPlay prevents the crash. Regression: No, crash occurs in 4.11.2 as well. ...
A SkeletalMesh component will spawn in rotated when setting the skeletal mesh and simulating physics on Begin Play Adding a Delay between SetSkeletalMesh and SetSimulatePhysics will correct the iss ...
Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor during PIE. NOTE: This issue occurs whether or not simulate physics is active on the destructible mesh compone ...
Physics Bodies for bones that are scaled in the Anim Graph are not scaled properly in game. This seems to cause a jittering effect when simulating bodies. User Description: I blend physics into th ...
The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
Physics objects pass through other objects that are moving at high speeds (even with Use CCD check to true) May be related to [Link Removed] ...
Changing the values that govern what bones a constraint is suppose to be a joint between (Constraint Bone 1 & 2) will cause issues where the transform widget is moved to an appropriate location but ...
Attempting to move multiple constraints at once results in the previously selected ones rotating in place instead of moving. ...
The Snap Constraint to Bone button seems to only rotate and change the limits on a constraint instead of also moving the constraint to the bone's location. ...