Re-importing a static mesh results in all currently applied sockets being removed from the static mesh in the Editor. Workaround: Setting the sockets up in the Native 3D editing software followin ...
When using the DoOnce MultiInput node in blueprints, deleting a newly added pin on the input side will not delete its corresponding output pin. Adding a new pin after that will create the result lik ...
If a UProperty that stores a reference to an asset is deleted, the reference to that asset lingers in any Blueprints that had a reference stored in that UProperty. This can lead to issues when the r ...
The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...
Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...
The piloting feature in the editor viewport is not undoable with Ctrl+Z It also does not cause the actor to become dirty so any changes during piloting are lost and not saved (user also not prompted ...
Planar Reflections have noticeable gaps in the reflection of the exponential height fog for the scene that will flicker as the camera moves. Attached ipa link and test project. [Link Removed] Te ...
The Ambient Cubemap assignment in a Post Process Volume doesn't work when using the Forward Renderer. I want to note that Cubemap assignment in the Skylight does work. I checked this just to make s ...
Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
Alembic import transform is flipped on the Y axis and the scale is also rotated for its axis. I've attached a text asset similar to the users to easily identify the issue along with the source Max ...