Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...
From https://udn.unrealengine.com/questions/292741/fmultireadersinglewritergt-isnt-thread-safe.html: I've found that FMultiReaderSingleWriterGT has at least 2 bugs: The one that caused a deadlock ...
This occurs in //UE4/Main @ CL 4670176 Not a Regression. This is similar to https://jira.it.epicgames.net/browse/UE-59149 but when adding more player characters it seems to change the planar reflec ...
LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...
Request for an Actor Components Blutility 'Call In Editor' events to be accessible from derived class. It would also be expected to see the Blutility dropdown selection and Run button in the actors ...