In void ATestActor::OnConstruction(const FTransform& Transform) there is an infinite loop occuring in a ping pong call between the SetActorLabel and the DestroyChildActor calls. Happens in vanil ...
Running the highresshot command with a multiplier of 6 or higher results in poor performance for the remainder of the Editor instance. Closing the PIE window does not improve performance, only closi ...
A licensee has reported an issue with Perforce source control integration. The issue is related to the source file for an asset that was imported into the editor. If this source file is also checked ...
The widgets in a list view widget will appear to reorder themselves as they are scrolled through. ...
GeomSweepMulti and GeomOverlapMulti are not being exported, as the template specializations are declared outside of the physics interface class without ENGINE_API. ...
Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...
When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...
The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...
RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...