The 5.5 version of the CitySample project, particularly the MassCrowd scene, was not properly maintained. The previously working functionality of NPCs being able to sit on a bench is now broken. CAS ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...
It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...
Audio Capture Component does not appear to be handling external device swaps appropriately, and has a delayed crash that will occur if an in-use mic is unplugged. At a glance, it appears to involve ...
When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
After Seamless Server Travel, the Client cannot move the character or see the Server character. On the Server, the Client character appears to be falling in place. Tested in both first and third per ...
User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...