Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
When AnimBP and Blueprint Interface was added to the AnimBP has same name function, compiling AnimBP occur crash. ...
When trying to change the MaxLODSize using DefaultDeviceProfiles.ini, some of the groups scale but others don't. This was reported and tested in 4.23.1 (CL-9631420). This was reproduced in 4.22.3 ...
Creating a static mesh from a procedural mesh does not preserve simple collision or collision settings. ...
Editor shortcuts will not work if you launch the editor with a non-Latin-based language (ex. Russian, Chinese). The editor must be closed and restarted with English (or possibly any Latin alphabet- ...
When running in windowed fullscreen mode in a standalone build r.vsync 0 is not respected and the game always runs at a locked 60fps. When the game doesn't have focus, for instance when you press Wi ...
FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it. Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...
Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...
When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...
Crash occurs when building the lighting with any Basic shape in the level. This crash occurs with Niagara plugin both enabled and disabled. This issue does not occur in 4.23 Issue only occurs on M ...