We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...
There appears to be an issue with how raycasts are performed within PxScene. When performing the trace, only the collision response for the first ECollisionChannel seems to be considered. If all col ...
Running the highresshot command with a multiplier of 6 or higher results in poor performance for the remainder of the Editor instance. Closing the PIE window does not improve performance, only closi ...
Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...
In the Level Editor, dragging the mouse while the "Alt" key is pressed performs one of the "Orbit" movements: OrbitRotation, OrbitPan, OrbitZoom. The same can be done while Piloting an actor. Howev ...
From UE4.20, Japanese build output of VisualStudio garbled. Below is a comparison between 4.19 and 4.20. ・4.19.2 1>------ すべてのリビルド開始: プロジェクト:MyProject3, 構成:Development_Editor x64 ------ 1> Clea ...
There is a major performance drop after 4.18 when calling draw material to render target. This is an issue reported by many community members, and there seem to be additional reports with different ...
The OnlyTickMontagesAndRefreshBonesWhenPlayingMontages setting added in 5.4 is broken. It only works because it unintentionally forces a second call to UAnimInstance::UpdateAnimation (via RefreshBo ...
The elements of an array that are shown in the details panel (below the world outliner) are drawn even when the array is collapsed. This can cause a performance drop when using an array that has a l ...
If the actor is in sublevel and user play simulate or PIE, the actor can't be moved by drag gizmo. Even if under the same conditions, editing transform of detail panel work properly. So I guess that ...