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 ...
When ignoring the pawn capsule on a character, yet having collision on the mesh, you still fall through the world because it ignores the mesh collision settings. From User: It seems to be infuriati ...
Alembic Geometry Cache crash when re-opening the project and a map that contains this asset or adding it to any existing/new levels will instantly crash the editor. This asset works correctly in the ...
When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish i ...
Reported by users on the forum (https://forums.unrealengine.com/unreal-engine/unreal-studio/1548249-unreal-studio-beta-4-21-release) I can reproduce locally with sample scene from Revit. Regre ...
Due to the changes made to subsurface profile (implementation of full resolution skin shading) it now renders white or with heavily faded base colors under certain conditions. In this case it is wh ...
If a scene component is added to a child blueprint and the parent blueprint is compiled, a log warning will appear that states: "LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParen ...
Physics Constraints have unexpected behavior when used on nested static mesh components. Simulating inside of the blueprint has a similar effect to what is expected but when the BP is added to the l ...
In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...