Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
Context Instanced structs are great for holding simple data with the main advantage they have is a low memory overhead unlike instanced objects. Problem The problem is in StructUtils plugin's `FIns ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...
Destructible attached with a Physics Constraint have inconsistent physics compared to a standard Static Mesh. This is also sometimes prevalent with Destructibles that aren't attached with a Physics ...
When the ShowOnlyInnerProperties property specifier is used for a struct property, the properties contained within the struct are exposed to the Blueprints Details panel as if they were part of the ...