Context: GameUserSettings stores user settings for a game, for example graphics and sound settings. The Scalability settings provide a way for to adjust the quality of various features in order to m ...
The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...
When scaling multiple selected actors in the scene with snap enabled the actors will reposition to the pivot origin of the last selected actor in the group when going down to a value of 0 or a negat ...
When you attempt to open a widget blueprint when you have hidden the animation and timeline panels, the editor will crash. There is a workaround: Window->Reset Layout will allow you to open the blu ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
Hot Reload does not work if a project and the Engine that project is associated with are placed next to each other in the same root folder that shares the same name as the project. During the Hot Re ...
When the user attempts to place an object on a tracked plane it slides around the environment not staying in the expected place. Using the ARDebugcheck project with the show planes option you can se ...
Light injection into the Translucent Light Grid voxels does not use the correct location for clipping or attenuation. Both of these points are outside the voxel that is being updated. Light attenua ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...