I have discovered a problem with physics constraints.
I create an actor with two static meshes, and create a physics constraint between them.
Then I set the Swing 1 motion to limited, and the Swing 1 limit to 45 degrees.
To get the angle right, I modify the angular rotation offset X to 45.
I add this actor to the level, and everything looks OK.
But if I rotate this actor - the physics constraint rotates in world space and not in local space as (think) it should.
This means the constraint behaves as it should when the actor is unrotated, but bugs out when rotated 90 degrees.
How can I set the angular rotation so that it rotates in local space correctly? I was thinking about setting it in a construction script but that will not work on dynamic actors that rotate in-game.