Upon PIE, the Can Ever Affect Navigation option is being reset on the capsule component of an empty character. Dragging the empty character into the level, setting the option to true, and then playi ...
Geometry Collection's Chaos Cache Static Pose Scrubbing broken in 5.6 due to Custom Renderer GeometryCollectionRootProxyRenderer. The licensee has provided his analysis: In 5.6, when creating a Geo ...
The CVar "r.Shadow.Virtual.Cache.DrawInvalidatingBounds" referenced in the official 5.4 documentation for virtual shadow maps, no longer shows any bounds as the underlying code seem to be removed in ...
When converting a project from 4.10/4.11 to 4.12(or later) the relative scale of the sockets on skeletal meshes will be changed to 1,1,1 regardless of the previous settings. ...
The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...
The Swarm binaries are missing from Engine\Binaries\DotNET in the 5.7 Preview launcher version of the engine. This causes any lighting build or precomputed static visibility builds to fails due to t ...
When a user sets up an unwrap using a space outside the original 0 to 1 space the unwrap will increasingly show errors of positioning. For Example, in the following images the lower left vertex of ...
Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...