When we updated our local copy of Unreal Engine from 4.11.3 to 4.14.3 we noticed that sometimes collisions against certain walls would produce incorrect responses.
We connected our game to PVD to see if we could visualize the issue.
http://.pixeltailgames.com/i/2017-02-09_19-12-00.png
Each image is a frame of simulation and the white line indicates the velocity of the green ball.
Notice on the frame after contact, the velocity vector is now roughly facing the opposite direction.
We created a test project containing one of our complex meshes and fired golf-balls vertically against a slanted surface of that mesh.
The results of this test seem to indicate that this issue is only happening on complex meshes which had been rotated.
Rotated (0, 0, 90):
http://.pixeltailgames.com/i/2017-02-09_22-07-08.png
Non-Rotated (0, 0, 0):
http://.pixeltailgames.com/i/2017-02-09_22-10-10.png
We were able to reproduce this in an empty project in version 4.14.3 and 4.15 (master branch)
Here is the test project we created to demonstrate the bug: http://.pixeltailgames.com/i/PhysXTest.zip
If there is a simple way to patch out this issue please let us know as soon as possible, we’d like to avoid having to go through all of our maps to un-rotate the offending actors.