Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
The Hypotenuse Blueprint node currently returns a value of "-nan(ind)" if both values passed into the node are "0.0". This result is correct based on the code that the Hypotenuse node uses, but is n ...
In Unreal Engine version 5.4, all Physics Linear Velocity functions inside PrimitiveComponent class are returning always a velocity of (0,0,0), even if the Body Instances are moving. This was workin ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...
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 ...
Rapidly changing the End Time on an asset that has TotalSamples=0.0 in the WaveFormEditor cases the editor to crash. Work around is to reimport the asset, which will restore that value. The crash hi ...
The Get node for the float value of Custom Axis Mappings only returns 0.0 when called from Blueprints other than the Controller. Input from the player does not affect the value. Note: this works a ...
The actor position node no longer returns the actor position for the decal actor. ...
Overlap functions of child actor components run when spawned without overlap if player is at 0,0,0. It registers all "other actors" as cast successful even when the actor cast to is not the actor's ...