Destructible attached with a Physics Constraint have inconsistent physics compared to a standard Static Mesh. This is also sometimes prevalent with Destructibles that aren't attached with a Physics ...
When switching localization for testing, text does not change language in PIE. ...
Platforms .ini config files can end up with incorrect data, due to how ProjectSettings manages the config data. On a Windows machine, if we open the ProjectSettings window, all the data is going to ...
Renamed Enums displayed in Standalone game will show the original default name instead. ...
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 ...
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. ...
A project building in Visual Studio will sometimes fail with the error Unrecognized type 'FBar' - type must be a UCLASS, USTRUCT or UENUM. This can occur in situations where one struct was reference ...
Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...
This is a common crash among the community since at least the 4.14 release. Additional information is not currently available. This is spread among numerous different CrashGroups between releases w ...