A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
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 ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
When a material with the exact same values are input into the Base color, Specular, Metallic, and Roughness they display differently in the Buffer Visualizer Overview. ...
Playing a previously played (and stopped) UMG animation doesn't work properly if the visibility of that widget was changed in the same frame as the PlayAnimation node. If PauseAnimation is used inst ...
Based on user report, a HTTP Get request from UE4 is 15-20x slower than if using a Python Get request to get the same file. ...
When adding a reroute node between a "create event" node and any "Bind Event to...." node, the combo box list in "Create Event" node will disappear. Workaround: If the "create event" node is first ...
If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...
A user has found and reported a divide by zero warning within the Construction Script when packaging for Windows. This does not occur while in the editor as when you begin moving around the blueprin ...