Changing the state of a PrimitiveComponent->BodyInstance while SetSimulatePhysics(false) updates the game thread but does not update the physics behavior. In the repro project provided (see addl in ...
When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...
Warning when running the packet notify test, regarding missed acks. ...
The engine will crash if you upload a project icon that's way too large for the 192x192 area. It'll also crash when you open that project back up and try to access the project settings ...
The result with Chaos is not wrong, rather it returns a correct correction vector, that vector is perfectly horizontal to the teleport buried against the landscape mesh. Therefore, teleportation wil ...
D3D11Commands.cpp is doing FName resolutions in the critical fast path. This looks to be a regression from the memory freezing refactor. ...
Collision build at runtime for LiDAR point cloud does not apply. This applies to Editor and Standalone. If you do not allow collision builds at runtime, this module should not be available at runtim ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...
The foliage in the map appears to be unaffected by the changes in view distance. The scalability settings are changing the cvars to the right values but the change is not being reflected on screen ...