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 ...
When adding a sub-level that contains a Landscape and Landscape Splines to an existing Level, it will cause a crash when building the lighting. This issue was reported in 4.18.3 (CL 3832480) and t ...
Duplicating a blueprint that has a node hooked up to BeginPlay causes the BeginPlay in the duplicate blueprint to target the original blueprint. This does not appear to affect functionality. Occur ...
The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4465720), 4.22 (CL - 44654877) ...
When attempting to package for tvOS or iOS with the generate dSYM options enabled, numerous instances of the following errors occur:[2019.01.21-20.53.35:739][138]UATHelper: Packaging (tvOS): [2019 ...
When this issue occurs printing out the addresses of each item in the array shows that elements 2 and 3 have the same address, so for some reason the second element's value is being overridden by th ...
On the 6S, the SunTemple scene is almost unresponsive. As the player uses the thumbsticks, the lightmaps from the windows rotate to mach the player's movement; but they are the only thing. This doe ...
This issue is regression because it doesn't reproduce 4.18.3. Default level is just the level to move. Demorec level runs demorec command with beginplay and has one replicated variable. UEditorEn ...
If you check the 'crack free displacement' option in a landscape material, it seems to break the results of both the landscape layer coords and regular UV input node. Worldposition is not affected. ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...