If the user enables the Web browser widget and tries to use a custom pointer their custom mouse will appear, however it will be accompanied by a pointer hand. Additional information: Once the cust ...
When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...
Turning off a destructible mesh's collision will still affect navigation around the destructible mesh Note: This issue is related to [Link Removed]. The workaround for that issue does not apply he ...
When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...
If the user sets an actor to hidden in game and there is a widget component set to screen space then the screen space widget will not been hidden. ...
The client when connecting to a multiplayer shoot out match does not appear to have any lighting when using New Editor window ...
Category of Timeline Component is not stored. (Reproduced 4.11 Preview and 4.9 too.) ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...
Console variables such as "t.maxFPS", "CauseHitches", "t.unsteadFPS", and help "help" (these were all tested, there may be more untested with the same behavior) have description text in code howeve ...