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

Hello,

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Thanks

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