I first noticed this on a mesh generated using the Surface class but have also checked it against the default teapot model.
The result of a pick ( World:Pick() ) will always have triangle 0 instead of whatever the correct triangle id is.
I am using the latest Steam version of Leadwerks and my project is up to date. I'll try to put together a simple demonstration scene but it should be pretty easy for anyone to confirm this.
It's pretty much as simple as:
local Picked = PickInfo()
local Hit = World:GetCurrent():Pick(StartPos,EndPos,Picked,0,true) --true for getting the 'nearest' hit
--make sure StartPos and EndPos go through a model
print(Picked.triangle) --always 0