When SimulatePhysics is disabled, the constraint update is skipped, so a reference to an invalid (already-removed) particle is left behind. As a workaround, the approach suggested by the licensee — ...
Summary: Confirmed that this exists in latest as well as 5.8 which is the origin or both tickets. This is a regression from 5.7 - although it looks like the guard was not aiming specifically to catch ...
UNavMoverComponent::ConsumeNavMovementData returns true on any repeat call within the same game frame, even when there is no nav movement to report. Callers that trust the return value then act ...
When using the Chaos Mover with resimulation enabled, standalone editor processes running as a client will crash around 80% of the time upon startup. ...
In MassEntity-based crowds, when an agent transitions from Stand to Move and begins walking, the Avoidance trait parameters StartOfPathDuration and StartOfPathAvoidanceScale, which are meant to temp ...
A licensee is composing independently-authored levels into a single World Partition persistent level by placing each as a Level Instance. NavMeshBoundsVolume / NavModifierVolume are placed inside ea ...
Can we add the field on construction instead of on Tick to avoid the performance overhead caused by creating too many components? ...
In UCharacterMovementComponent::TwoWallAdjust, characters can gain unintended upward velocity (slope boosting) when hitting corners with an acute angle (<=90 degrees) while in the Falling movement m ...