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Mesh constraint always world aligned?

Is this a bug ? Place a physics actor in the world with no rotation above floor level

I use an upside down cone and gave it just 1 degree of rotation on the X axis so it was not perfectly balanced.

Play game the actor drops to the ground and falls over (as expected)

In the details panel of the Mesh under constraints lock X axis rotation (set on default or 6DoF)

Play again and the actor drops to ground but doesn't roll over due to the x being locked (again as expected)

Now rotate the actor in the world 90 degrees and leave the X locked

Play again and the actor falls to the ground and rolls over about its local X (even though it is locked)

So the constraint applied inside the mesh is world aligned and not local to the actor.

It doesnt seem to make sense that a constraint applied inside a mesh component would be anything other than local

I did try a further experiment of placing a physics constraint with an empty component 2 (thus restraing the actor to the world) and the same thing applied constraint was world orientated.

Regards Paul G

Product Version: UE 4.19
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asked Nov 09 '18 at 08:48 PM in Bug Reports

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avatar image Jeff A ♦♦ STAFF Nov 12 '18 at 09:25 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



avatar image Sly401 Nov 13 '18 at 01:22 AM

Thanks Jeff, Report submitted Case No 00077801 for anyone wishing to follow Thanks

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