When an actor spawns another actor using AddChildActorComponent that comes alphabetically before it based on blueprint name it will spawn an extra actor that will persist when the scene is stopped d ...
When multiplying vector 3 (R,G,B) values by a scalar value of increasing quantity the emissive output will begin to change colors. The most unexpected is the blue color that will turn purple while t ...
Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
Projects crash when the following Project Settings are set: • Vulkan is enabled • Vulkan is the Default RHI • Forward Shading is enabled • AntiAliasing Method is set to MSAA The different engine ve ...
Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Trackpad Values return 0 Additionally: I also observed that the Go's trigger is registering as Trigger MotionController (R) Facebutton 1 and that previously there were MotionController (R) Thumb ...
When forward shading is enabled some assets will have a shadow flicker along their face geometry. It has a similar look of z-fighting with polygon faces. This issue does not happen in Deferred rende ...
When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...