Physical materials on landscapes always return DefaultPhysicalMaterial, even when the surface type is changed. ...
With an asset that has a physical material applied and generating hit events, the Switch on EPhysicalSurface node always returns the Default Surface Physical Material. The user on the AnswerHub po ...
When a graphical mesh is used to create a lower LOD for cloth assets and the Cloth FBX has the APB assigned to the material for the cloth there will be a crash. ...
Edit MattK: This probably has nothing to do with FBX. The object has a mass of 28 million kg so it would appear that the calculation of mass/physics asset is busted which is causing the flickering ...
There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
BoxCollision component must be simulating physics in order for collision and hit events to work. Note: This testbed doesn't contain print outs of the hit events due to an existing bug with adding e ...
When you have a sphere that is rolling it will never come to a complete stop even at low speeds. It will slow it's speed but never stop. This conversation was discussed with James G and Ori C back ...
The Show Collision option in the Viewport does not show all collision during Simulate. ...
Using AddTorque to apply a rotation to a skeletal mesh does not always provide the expected results if a fixed time step is being used. When doing this to the Owen character in the Content Examples ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...