Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...
A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...
Deleting a project from the Epic Games Launcher will also delete any files that are located in external folders that the project includes via symbolic link. In this case the only thing that should b ...
Attempts to Launch On to or Package for iOS fail with: LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabled to build Project C:/Pr ...
If the user uses world delta seconds in a calculation there appears to be some incorrect values. Note there is also a users project attached if you would like to look at that example. ...
UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...
This is not a regression. Tested in //UE4/Release-4.27 CL#18319896 Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only. ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
Physics Constraint Component has lost accuracy between Unreal versions 5.2 and 5.4 (and up). When measuring the exact distance between rigid bodies constrained by a Physics Constraint Component, the ...
Shortcuts do not appear to work for the visual logger in the editor preferences ...