Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Packaging with plugins GearVR and GoogleVR together cause build failed with multiple definitions of GetHMD(). Log attached for build error and error portion plugged into the callstack box. ...
Using Convert Actor when the wrong level is selected can cause the actor to move levels. This doesn't seem to happen with every actor type but is 3/3 reproducible using the steps provided. User Des ...
DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly. Forums Post: https://forum ...
Packaged games do not display PlayerName correctly using Steam OSS. Does not occur in Standalone. Test project attached. To test, package for Development > Win64. When run (with the Steam client op ...
A user reported that attempting to create an installed binary build of the Engine using BuildGraph will fail. This seems to be because we include the UE Simplygon implementation, but do not disable ...
Error on some Niagara emitters using the WindForce module: LogNiagaraEditor: Error: Invalid input type found while attempting initialize new rapid iteration parameters. Function Node: /Game/FX/Expl ...
DESCRIPTION: When a destruction mesh has been setup to move to a location or use a lerp if it is destroyed the components will fall, come to a rest, and then the entire destruction destruction mesh ...
DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...