Attempting to set the collision of a component to NoCollision while the actor's collision is disabled will prevent the component's collision from changing. This is because of the early exit in UPrim ...
When building UE 4.23 from source using VS 2019, there are compile errors when building the Targets DebugGame Client and Development Client. Note that Debug Client builds successfully. The errors ar ...
A user reported FMath::SegmentTriangleIntersection returning false negatives, seemingly due the results of FMath::ComputeBaryCentric2D being checked with strict inequality as opposed to non-strict i ...
Duplicating inherited Blueprint variables should copy the data from the original variable to the duplicated variable. ...
FClothingSectionData::IsValid() is not marked const. ...
Random generators in UE4 have a short periodicity. (FMath::Rand and RandomStream) I heard a xorshift variant has good characteristics. Could we consider importing it into UE4? [Image Removed] ...
According to the licensee report, UnrealMath.cpp (588) constfloat SINGULARITY_THRESHOLD = 0.4999995f; It seems that this can be avoided by changing the above value. However, changing SINGU ...
The skeleton tree search does not search for constraints based off of their full displayed name in the tree. Only their second bone name is used when filtering (despite portions of their full name s ...
SetHitResultFromShapeAndFaceIndex calls if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...
Override Animation Data doesn't use the new animation to play when the animation mode is already 'Use Animation Asset' ...