Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...
When you have a character in a level and if you setup the blueprint of the character as shown below, the rotation of the character will differ when played Standalone vs Selected Viewport. Photo of ...
Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor. User supplied a video demonstrating the problem: [Link Removed] Test project in Pa ...
ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...
If a collapsed or new function is opened and the mouse wheel scrolled to zoom the viewport camera in or out while setting in the new function, it will continuously jerk back to the original position ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
Category for a task blueprint(BTTask_BuleprintBase) does not appear in behavior tree's context menu after reopening a project, if the task is not placed in the behavior tree. User needs to open the ...
There are some pre-processor checks in the Engine code that look for the version of MSC that was introduced with Visual Studio 2017 (eg. #if _MSC_VER == 1900). However, this does not take into consi ...
[Link Removed] ...
Volumetric Lightmaps are not shared between Persistent maps that have the same sublevels. Also observed in Release-5.4, CL 32500436 ...