Begin and End Overlap events continuously trigger while a character moves within a collision component of a Blueprint Actor that Simulates Physics if the collision component has Auto Weld enabled. ...
UPDATE: This is primarily due to the fact that it runs as Fullyrough on Mobile as long as a Constant 1 value was feed. Also on Mobile the FullyRough shading looks like simply remove all Highlights/R ...
If the user updates to a new Source Animation for a pose asset, while a pose was active in the viewport (weight set to 1.0), the pose will be set to 0.0 in the pose list even though it's still activ ...
Meshes that are colliding that are set as constraint actors don't follow the Physics Constraint Actors "Disable Collision" parameter if they are colliding prior to being set as constrained actors. ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Rect lights cause visual noise on the light rendered when using raytracing. It is easier to see when you get rid of all other light sources in the scene. I have attached an example project. This se ...
When calling the ServerTravel command when using seamless travel, level blueprint logic is not being run on the client side. NOTE: Adding a small delay (tested with .2 to 2 seconds) after the "B ...
Color and Opacity animation option does not play for Button component, this occurs both in the Widget editor and during play. This issue is not a regression Versions Tested: 4.16.3 - CL: 3561208 - ...
If you have a trigger box trigger an ambient audio clip when you enter the box, the audio clip will always play from the beginning even if you have the Start time starting later in the audio clip. ...
The option to add a component to an Actor Blueprint from inside a child Actor Component BP isn't available. Using Get Owner inside the Actor Component's Event Graph and then casting to the owning Ac ...