I’ve set up a character with an outer physics hull, and deeper in the same hierarchy, some ragdoll bodyparts are attached to various bones. When the app begins, I get E_PHYSICSCOLLISIONSTART twice, which is specifically about the Foot Bodies touching the ground.
       
       But I never get E_PHYSICSCOLLISIONEND during walk cycles - it seems the fact that a parent body that remains in contact with the ground, prevents the E_PHYSICSCOLLISIONEND event from being issued in child bodies. I’ll be able to confirm this very soon, by disabling the outer physics hull, but I wanted to know if this is a known issue before I go digging around to find out why this is happening.
      
       I’m subscribing anonymously to these events, as they are not sent to any node.
       
       I also plan to move to node events, but I suspect the same issue will apply.
      
       I should have added - I set up the collision layers and masks carefully.
       
       This is for a Non Player Character:
      
       Outer Hull has CollisionFilter::NonPlayerCharacter, CollisionFilter::Static
       
       Bodyparts have CollisionFilter::NonPlayerCharacter, CollisionFilter::Static || CollisionFilter::PlayerCharacter
      
Finally, here’s my physics filters:
enum CollisionFilter
{
        Default = 1,
        Static = 2,
        Kinematic = 4,
        Debris = 8,
        Trigger = 16,
        PlayerCharacter = 32,
        NonPlayerCharacter = 64,
        Everything = -1 //all bits sets: DefaultFilter | StaticFilter | KinematicFilter | DebrisFilter | SensorTrigger
}; 
     
     
     
      