In the provided example. The player's position is set on tick. This causes the overlap for the collision sphere being used to determine if the hands of the player are overlapping a surface to repeat ...
Collision snaps to socket at an unexpected angle. See attached screenshot for breakdown on what is expected and unexpected. Description provided by user: the collider of the root bone is turned - ...
When renaming the Parent of a Child Blueprint it invalidates the hierarchy of the Child Blueprint and nests its components under the DefaultSceneRoot. This bug was reported in 4.19.2 (CL-4033788) a ...
For unknown reason, the header of BP_Parent is included twice. The second header is located after the .generated.h, causing the compile error. The following is the include section of BP_Child__pf1 ...
Invalidation box appears to be inconstant when using a child widget that has been added via the user created section. A child widget that modifies itself will not update when placed inside of an inv ...
When making changes to a property in a component of a Blueprint, those changes are not highlighted when looking at the changes in the Components section of the Blueprint Diff tool. ...
The calls to JoinMulticastGroup and LeaveMulticastGroup on FSocket do not allow for the interface address to be passed in, only the the group address. The interface address is currently hard-coded ...
User reports that when we delete a component in the hierarchy and promote a child component in its place, we don't account for the socket name that the deleted component had used previously. ...
Landscape will only return "DefaultPhysicalMaterial" when run in editor world. In game time it will return the proper physical material. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4135216 , 4.21 ...
Reimporting an asset with Morph Targets does not refresh the Morph Target Previewer. Any newly-imported Morph Targets appear to not have been imported. Closing and reopening the Skeletal Mesh Editor ...