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 ...
When a physics asset is set up for a Skeletal Mesh, the physics bodies are still visible in the main editor when using Show Collision (alt+C) but are extremely small. They are still oriented along t ...
Repro Ratio: 4/4 Regression testing done in //UE5/Release-5.0-EarlyAccess CL-16682836 as this is a new feature to UE5. This issue Also happened in Early Access 2. ...
If changing the material during PIE, the content of the material will be reflected immediately, but the physics material will not. Once the Mesh (Complex Collision Mesh) is cleared and reset, it wil ...
Static meshes lose their static mesh reference when alt-dragged in viewport. This only occurs if the mesh is located in a filepath containing square brackets ( [] ) within the filepath name. Additio ...
if a nonstandard additive bsp brush collides with a standard additive bsp brush, the surfaces of the bsps break and artifact, causing numerous holes in the brushes. ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
Constraints created by users are all given the same Joint Name of "UserConstraint" and it cannot be edited. This makes referencing these joints individually impossible. Regression?: No This occurs ...
Foliage does not spawn on Hierarchical Instanced Static Mesh Components ...
Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...