Particle Systems spawned via a blueprint are not generating collision. The same system will generate collision if placed directly in level. Also reported: https://answers.unrealengine.com/questio ...
There's some quirky behavior occurring with the component's CDO when we change a value that isn't compared by the native code's equality operator. It only seems to commit when we first change anothe ...
The viewport focus does not return false when the mouse leaves the screen and clicks somewhere else. ...
When attempting to test for ESDSR on Android, the Sequencer project fails to package towards the end of the Build Command. Runtime/OpenGLDrv/Public\OpenGLESDeferred.h(267,5) : warning: 'OPENGL_ES2 ...
Editor should visually warn the user that this feature doesn't work with Nanite, or that the Nanite Preview mesh needs to be enabled (or forcibly enable it when they attempt to use this option), oth ...
If a player steps on projectiles they have their velocity overridden and are launched away from the projectile. ...
When nativization is enabled, functions in a child blueprint that were overriden from the parent are not called properly. Regression?: Yes This did not occur in 4.19 ...
When attempting to open a package using Vulkan, the application is loading and never opens. This happens for Launch On as well. This issue may be related to [Link Removed]. I was not able to reprod ...
According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...
Enabling recompute tangents on a skeletal mesh does not recompute tangent normals for translated parts of the skelmesh. If you addr.SkinCache.CompileShaders=1r.SkinCache.Mode=1r.SkinCache.Recompute ...