New in 4.8: Broken Collision for Skeletons

I have an environment in which physically simulated bullets (static meshes) are fired at high velocity. They register hit events against skeletal meshes’ physics bodies (simple collision) and deal damage. In 4.7, I had no problems, but since upgrading to 4.8, collision detection against moving skeletons only works about 1 out of 20 tries. It still works perfectly with stationary skeletons (non-moving characters).

I am using CCD on both the bullet (static mesh) and the physics bodies of the skeletal mesh. I tried switching “trace complex on move” and " return material on move" both on and off on the skeletal mesh, with no difference.

Any ideas what might have changed in the recent update to do this?

Should this be a bug report?