Many licensees like to use ShapeComponents as blocking volumes instead of proper volumes, as they can be more easily placed and sized in the editor. The docs and code make it sound like it is possib ...
Typo of lighting exists in the Top Down Template map. ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...
The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
When using a constraint to disable collision between the constrained bodies, collisions are not ignored if the constraint is part of a streamed in sub level that does not block on load. This also oc ...
Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options The surface normal rotation handling comes from UActorFactory, and in all the cases where items ...
At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...
Draw Post Process Material to Render Target cannot use SceneTexture. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 CL# 7062535 ...