IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance. ...
A Mesh that is attached to a skeletal mesh by a Socket will not accurately follow when transitioning from animation to ragdoll. This is potentially due to the Frame Delay that the engine uses. ...
When using a Blueprint to Spawn an Actor Class then using a Set Material Node, the engine will register a material change but will only show the World Default Material. Also Reproduced in Main Prom ...
Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly. User Description: The "Is Case Sensitive" option when you use a switch on string function in blueprint doesn't wor ...
Occurs in: Releases 4.7.6 CL:2510309 Main 4.8 CL:2513846 When Character BP actor is rotated, Translation is changed for "Mesh" component on Client. Server appears as expected. This isn't typicall ...
Use Complex as Simple isn't working for dynamic objects. However, if not simulating physics, collision works correctly. Same as TTP# 229782 that wasn't moved to JIRA. ...
Scaling pivot of an actor does not scale correctly unless used for all directions. ...
The gamemode settings under world override do not save once the project has been saved, closed and reopened. ...