The motion controller component does not appear to update it's location if was created in a C++ project. regression: This appears to work as expected in the 4.21 release of the engine ...
When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...
Attempting to build the Engine using the Debug Editor configuration results in a build failure related to a string literal (error C2338: Formatting string must be a TCHAR array.). There are three ch ...
A crash occurs after adding an additional camera track, undoing the additional, and then calling garbage collection Appears to be the same callstack found here [Link Removed] ...
This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...
Setting bodies physics blend weight, blends an animation with physics simulation but does not update the collision bodies to match as is expected, instead the collision bodies are at their fully sim ...
Warnings are logged when a body without physics collision enabled is set to simulate via the editor, but not when set programmatically during play. ...
The root of the widget hierarchy does not appear to accept bindings for its tooltip setting. Video provided demonstrates the issue. ...
When using Steam VR in combination with the Multi-User Editing plugin and the Virtual Production Utilities plugin the engine crashes when adding a bookmark while a server is running. ...
USkeletalMeshComponent::CalcBounds updates CachedLocalBounds by transforming the world FBoxSphereBounds, by the WorldToLocal transform, which is not sufficient to calculate the bounds in local space ...