DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly. Forums Post: https://forum ...
When moving a skeletal mesh from one folder to another will lose the skeletal mesh reference in the Physics Asset. A warning message will appear. Picture attached. James: Do things like FStringAss ...
Landscape will only return "DefaultPhysicalMaterial" when run in editor world. In game time it will return the proper physical material. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4135216 , 4.21 ...
The fade track currently iterates over all UWorlds and adjusts the fade on the first player controller of each world. This means that the fade will be set for all players in a networked game, even t ...
When enabling Distance Fields for a project and adjusting the cvars to disable DFAO and set a lower Detail Mode will result in a crash. Using the console commands outlined in the steps will work. ...
Since this is a shipping/distro build and the device must be unplugged from the machine to be used in the hmd, I am unable to get logging. Will try with developer mode on. The following warning is ...
Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...
If a user enables Remove Server in Slate Remote plugin in project settings, the editor will become unresponsive and memory usage will continually climb. Regression: Working in 3039270 (4.12.5 rele ...
Particles that use source movement will start shooting out violently while in the cascade preview window. You need to have the movement option checked under the view settings. If you also check the ...
A user reported an issue where, if a client hitches during world transition, the client will continue referring to the transition world instead of the newly created one. This will result in the clie ...