Touch controllers for oculus appear misaligned when using the Oculus via Steam VR. The controllers in game do not line up with the position provided by steam VR. ...
Actors that are locked in the regular editor are able to be moved in VR Editor. Reproduced in 4.17.2 CL 3658906, 4.18.2 CL 3794801, and 4.19.0 P1 CL 3837072 ...
Root motion can accumulate in some cases and then apply a huge force when it ends. See https://udn.unrealengine.com/questions/411340/root-motion-accumulated-while-unused.html ...
After applying a Linear Stair brush to the editor and creating a Static Mesh from that brush, then setting its Collision Preset to BlockAll, the third person character is not able to walk up the sta ...
It appears that the editor's memory usage can jump by as much as a 1GB when using a spinbox in the editor. This also has the side effect of causing the editor to freeze/hang temporarily Note: The j ...
When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...
MediaSound component attenuation radius preview disappears from viewport when changed. You need to deselect and re-select the actor when you want to see a preview of your attenuation fall off. You d ...
The CanLaunchURL() function seems like it would check the provided URL to make sure it is valid. The comment for the function in GenericPlatformProcess.h appears to imply that this is what the funct ...