Constraints created by users are all given the same Joint Name of "UserConstraint" and it cannot be edited. This makes referencing these joints individually impossible. Regression?: No This occurs ...
The global actor info map is not completely cleared in UReplicationGraph::InitializeForWorld, which can leave stale actor references from the previous level (WorldSettings, and possibly others) afte ...
When copying/pasting a user created Widget into another widget any changes made to the copy will change the main Widget without making any changes to the copy. ...
In a packaged game or standalone, if you change map with DFAO enabled the previous DFAO will still be visible. This does not occur in PIE. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4613 ...
When an actor set to movable and ticking with TG_PostUpdateWork is walked over, the character's capsule component position is incorrect during movement. ...
Created Static Mesh Actor's Simplified Collision boxes do not mirror Collision Orientation when mirrored in the World/Editor. ...
AStaticMeshActor::CheckForErrors() is producing slightly incorrect results due to position and scale being exact matched, instead of using an epsilon comparison. Rotation is using Euler angles for ...
Un-checking the ContributeToMass setting on any part of a physics asset results in an ensure when simulating physics. ...
BP SET nodes for FGameplayTags do not respect category filters, instead the dropdown shows an unfiltered list of all gameplay tags. Given the MyValue property decorated as follows: UPROPERTY(Edit ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...