Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...
Importing this test asset will cause the editor to crash when using any of the Alembic Import options. I did notice that the source test asset does have 6750 frames but when going through the impo ...
If the use adds a "Key Get Display Name" node to their character blueprint, the compile button will not update to the green check mark. It continues to show the Orange box with the question mark (as ...
When rendering a custom depth post process material Hierarchical Instanced Static Meshes will not use this even if they have been enabled to do so. Sample Project attached. ...
If three or more actors are saved to a level with the same name in the Content Browser of "none", attempting to load the level (open or right click on umap asset in content browser) causes the edito ...
When a blueprint interface asset is duplicated in the Content browser, UEdGraph::GraphGuid will not be regenerated so the two graphs will end up sharing the same GUID. This causes problems for any ...
Upon creating a new landscape that uses a material with displacement and tessellation, the landscape and its respective components will flicker. The flickering can be removed when you begin sculptin ...
Causing a Nav Mesh update, such as by moving an actor into the NavMesh that will create a hole, seems to be breaking Nav Link Proxies by preventing characters from being able to use them. ...
When switching from Scene Depth Collision to Distance Field Collision for a GPU particle system the preview window flickers, but returns back to normal when switching back to Scene Depth. Found in ...
This check is hit on the server instance while it is performing garbage collection during the seamless travel. During this garbage collection, it will determine that the UWorldPartition object belon ...