Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
it appears that meshes cannot be removed from the main pass and still write to the custom depth pass when using ES3.1 ...
SetRotation in a custom component based on another actor's linear velocity incorrectly updates the velocity of the parent blueprint containing the custom component. This causes sporadic, jittery mov ...
It seems that "Enabled per poly collision" with "Support compute skincache" causes a crash at runtime immediately. We can easily reproduce it with ContentExample. The logs at the crash timing... L ...
Unable to package a build for android (ATC) if the GoogleVR plugin is enabled and both arm64 and armv7 are supported. This does not reproduce if you turn off GoogleVR. This does not reproduce if yo ...
When setting the DPI Scale Rule to custom and using a named slot the frame rate of the editor will drop while zooming in and out of a widget that uses the widget containing the named slot. ...
Only checking the Desktop (Win+Mac+Linux) option in supported platforms for packaging results in warnings. Even though this one option should cover all three desktop platforms it still causes a warn ...
It appears that notify track does not follow the size of the custom window scale. As a result, display problems may occur, and events may be placed in unexpected positions. This is similar to [Link ...
[Link Removed] In XCode, place a call to spawn a custom Actor in the game mode constructor instead of BeginPlay. This apparently causes the editor to get into an endless crash loop unless the Bui ...
If you name an Event something like "Event Foo", overriding the event in a ChildBP gives you "Event Event Foo" To avoid this, please make Custom Event names Start with "Event" ...