James: I think we currently recreate the capsule body when you change dimensions, should just change the shape instead. – DisableCollision is reset if constrained Capsule Component height is change ...
I was only able to reproduce this issue after receiving the user's project. The project he provided crashes when I follow his directions, but after looking at the blueprints involved in the crash r ...
From UDN: We are having an issue where a cube physics actor simulating physics is being pushed around by a characters character mesh while walking around on top of it. If i set the character mesh ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
Components and Actors attached to physics objects are not solidly attached. The child actor tends to float around in relation to the parent. Occurs even when using a "Weld" attachment In the exam ...
User reports that in 4.8 in some cases bodies for Static-mobility ISMC instances are not yet initialized when BeginPlay is called. It seems like deferred creation for level streaming should be com ...
When you change a section of a Multi-Convex Collision to Slyph and then Select the other sections, Engine will crash.Shift-selecting deleted convex in physics assets causes crash(From PhAT) Tried to ...
If a blueprint has a child component that is simulating physics, that child component will not follow it's parent or make any movement if the parent is moved via AddActorWorldOffset. ...
Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport. ...