Hello,
I have a level instance that contains four tethers made from a C++ actor that spawns a chain of capsules attached through Physical constraints. The end is attached to an anchor each. This used to work fine when we had UE 5.2, but after the upgrade to UE 5.5, we’ve been having issues.
When spawning the Level instance, three of the anchors falls off, and whenever we move the anchor that is still attached, the other tether mimics the movement from the functional one. They are not attracted to the anchor, so it’s not a case where they are all attached to a single anchor. It’s more like the forces applied to one of them are applied to all of them. We use the same tether actor other places, but it shows no sign of affecting the tethers outside of the Level Instance. It works fine when testing the level instance as the main level, which has me wondering if there has been a change that could cause the different actors to share the physics solver or something.