Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...
This example consists of a simple BP Actor, containing a Collision Sphere and Static Mesh (Sphere). The BP has Simulate Physics Ticked on, the Mass in KG is 1 and collision preset is set to Block Al ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
This does not repro when physics substepping is disabled. The sequence of events in the character uncrouch code (UCharacterMovementComponent::UnCrouch) causes the capsule to move up then increase i ...
When an actor is spawned with Spawn Parameters that are templated the engine crashes when closing a scene. This wasn't happening when there wasn't a physics constraint on the spawned blueprint. Thi ...
When setting ComplexCollisionMesh of StaticMesh asset, CollisionPreset that is actually applied becomes the setting on the drawing mesh side. It seems that ComplexCollisionMesh is not considered in ...
Trying a Launch after every step shows that the problem occurs as soon as the GroomAssetSystem is added to Niagara. If the GroomAssetSystem is removed, the game launches fine (but the hair doesn't m ...