Unreliable Overlaps with Welded Primitives
After a few hours of testing, I am convinced to have discovered a bug related to welded primitives.
In my particular example I have a VR project with a sphere trigger attached to each hand. If I now grab any welded primitive - root or welded prim - then try to grab the welded prim (important: not the weld root), it will not be considered overlapping my sphere trigger. Furthermore, both the trigger's begin overlap and end overlap events are called for each frame for the duration of the overlap.
If I now release the object again such that no more overlaps should take place, I can grab both weld root and welded primitive again, and the cycle continues.
Note that the welded primitive still has collision. Attached to my virtual hands are models of the controllers with collision setup, and I can push the welded primitives away with one hand while held with the other.
asked Apr 03 '19 at 09:15 PM in Bug Reports
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