When an object is created procedurally with code and placed into the editor the collision analyzer will detect the object properly. If the object is then moved to another part of the level the coll ...
Seems to be an issue with the indirect lighting cache where if you have interpenetrating static meshes (for example static mesh rocks that make up the ground), there are cases where the cache points ...
A number of places in the code rely on raw UProperty pointers to track properties they care about. This can present issues when BPs inherit from other BPs, because the parent's class may be Purged / ...
Unable to reproduce. User believes it is directly related to the speaker they are using when it goes into standby mode. If they unplug the speaker, everything runs okay. After receiving the warning ...
When you have an actor with a Hierarchical Instanced Static Mesh component that has a Static Mesh set and is populated with at least 1 instance and then duplicate it or move it to another level, it ...
IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...
When we play in editor with the Play Net Mode set to Play as Client, a hidden dedicated server is launched. Previously in 4.24 the dedicated server would always launch with a visible command window. ...
(Note: all enums seem to fail when exposed as a user parameter and changing the exposed int does not impact the result of the simulation) Add a rigid mesh collision query di to a scratch module pe ...
This issue is relatively easy to reproduce, e.g., in the timing of switching between the two types of property operations within the same track. It seems to be easy to reproduce the above problem in ...
Lighting needs to be rebuilt in Content Examples Lighting level every time the editor is reopened. If the user builds lighting, saves the level, closes the editor, then reopens the level, lighting ...