Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...
From [Link Removed], licensee reports We believe that querying the UIInterfaceOrientation via UIApplication on the game thread is the issue here. We have made changes to IOSInputInterface.cpp and I ...
Camera Movement is laggy while the mouse button is held down and ShowMouseCursor is enabled if there are AI moving. Stat Scene Rendering didn't show any jumps while moving the camera under these cir ...
When using AddChildActorComponent in the construction script of an actor and attempting to get a reference to the child actor that is stored in a variable on Event Begin Play, the editor throws erro ...
If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...
Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin **This is a regression. It was working in 4.11.2 Could also be related to: [Link Removed] User D ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
Values are not copied for a EnumArray that is part of an exposed Struct Variable; when copying from the Details panel to a copy of the same actor. User Description: If you make an array of custom ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
Several users have reported crashes where the Heightfeild loaded from the DDC and physical material list do not match. Suggest adding the number of physical materials to part of the cooked heightma ...