Flickering is occuring when using a reflection material with screen space reflection enabled. Did not start occuring until 4.19 and beyond. Tested in: 4.23.1 CL#9631420, 4.24 P3 CL#10283392, 4 ...
UActorComponents don't currently allow subobjects that are UActorComponents. However, this also prevents them from having "normal" instanced UObjects. The UObjects can be added to an ActorComponent ...
Reference UDN as it explains well the cause of the issue. ...
Occurs 3/3 times. Skeletal mesh with ragdoll physics applied exhibits sporadic motion after ragdoll physics is initiated. Regression does occur: When tested in //UE4/Release-4.27.2 @ CL18319896 n ...
Collision does not appear to work properly on a static mesh that is set up with UseComplexCollisionAsSimple. ...
Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...
Control Rig Component does not work with inhereited Skeletal Mesh Components. They only work with non inhereited Skeletal Mesh Components. [Link Removed] ...
Forum user noted that emissive lighting being built with GPU Lightmass is in fact being built, just not around the mesh, but in a larger radius and with reduced strength compared to 5.1.1. They foun ...