When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
REGRESSION No, occurs in 4.14. When creating a physics asset with Default Angular Constraint Mode set to Limited, if the user saves and restarts the editor without making any edits, the constraint ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
When using the r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 to optimize VSM performance there are errors in how the VSM is invalidated when actors are destroyed with non-Nanite meshes. The curr ...
Black flickering on Mesh particles when set to a non-default Facing Mode or using Orient Mesh to Vector and when using Particle Position in the Material's World Position Offset ...
Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...
This non-deterministic behavior is caused by sorting by program address. ...
When using a non-ASCII language in the editor text in UMG will not display correctly. Found in 4.23.1 CL#9631420 Reproduced in 4.24 CL#10053396, 4.25 Main CL#10050790 ...
There appears to be a pattern of non-deterministic cooks when packaging with multiple chunks. In the case of these reproducible steps, only the assets of chunk1 have been modified. In this case, we ...
See [Link Removed]. ...