The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
Copied timeline nodes triggers an Android crash and a black screen on the iOS devices. ...
A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
Using the Merge Blueprints feature crashes the editor. This repro is for clicking between the error and warnings while merging, but the editor will generally crash if the Merge is finished or if an ...
When playing the user's project in editor vs Packaged, there has been different results for the enemy projectiles and how they are shown on the screen. When In editor, any enemy projectile will dama ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
ForEachLoop doesn't iterate through all of the actors returned by the Get Overlapping Actors node. Note: You can workaround this issue by adding the overlapped actors to an array and then looping t ...
When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...
With a Render Target From Scene Capture 2D setup in a level , the motion blur settings from a global post process volume is overridden. Was investigating Scene Captures picking up Motion Blur when ...