Overlap trigger on Event Begin Play doesn't work after converting project from 4.7.6 to 4.8 P2. The user thought this was related to using Custom collision object types but it is reproducible with ...
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 switching localization for testing, text does not change language in PIE. ...
Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...
Pasting from the UDN: Unsafe code in AbilitySystem can lead to crash when granting an ability inside OnAbilityEnded Hello. We just ran into a crash. After investigation, it seems to be caused by ...
When playing in Standalone with multiple characters there's the the chance that one of the player states does not get set and remains null. This is not a 100% repro case. Multiple tests may be req ...
Sprite collisions do not accurately reflect the collision for the sprite. While the collisions are always the same between two of these, the collisions do not correspond to the shape of the collisio ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...
From [Link Removed], licensee reports We believe that querying the UIInterfaceOrientation via UIApplication on the game thread is the issue here. We have made changes to IOSInputInterface.cpp and I ...
Camera Movement is laggy while the mouse button is held down and ShowMouseCursor is enabled if there are AI moving. Stat Scene Rendering didn't show any jumps while moving the camera under these cir ...