Physics Collisions have changed when switching to 4.20

So i have been using version 4.19 for a little while now, and prior to that i was using 4.18. During my time on those versions i managed to get the physics in my game to somewhat acceptable when it comes to the collision my player pawn has when rolling over seams of connecting tiles. I was able to remove the majority of this by reducing the minimum and maximum contact offset values in the physics tab of the project settings. This was done in 4.18, and when migrating the project to 4.19, everything was fine. Now i have migrated to 4.20 and all of a sudden i have the issue of colliding with connection seams despite my contact offset values still being really low.

I double checked by opening up my 4.19 project and testing, and then migrating it to 4.20 again without changing a single thing and it starts occurring.

Does anyone have any insight into why this may be happening? i would rather not have to revert back to 4.19 as the reason i upgraded to 4.20 was to make use of a plugin only available in 4.20.

Thanks in advance!

Also, here is a video showing the issue in action in version 4.20: https://youtu.be/yeRtJUNK3K0

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Thanks

Hi, I’ve come across the same problem. I also need to tune my contact offset values in order to get correct collisions for small objects. This worked fine in 4.19, but in 4.20 and 4.21 it does not work anymore.
After some experimentation, I found that the values I enter in the project settings don’t appear to make any difference in the newer Engine versions, the problems remain exactly the same as with the default values.

Did you find a solution, or manage to get a bug accepted?

I just ended up reverting back to 4.19 because i had no clue of any fixes. If you do happen to find a solution though please do let me know!

I submitted a bug with an example project and it got accepted: Unreal Engine Issues and Bug Tracker (UE-68523)

No target fix yet though, you can vote for it.