Crash Report: [Link Removed] ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...
Running an EQS for something such as finding a random point on a grid will not generate results on multiple floors. See the attached screenshot for an example. Was unable to reproduce in 4.11.2 d ...
Blueprint becomes dirty after play with Key get display name is in the script. This issue occurs even in setups where that specific node in the event graph, not necessarily attached to anything. The ...
Playing a sine wave as an audio sample in the editor produces a choppy sound when it does not outside of the editor. This issue does not appear to be a regression. Versions Tested: Issue occurs in ...
When applying a second material to a Destructible Mesh it does not texture the chunks of the fractured mesh. The chunks remain the same as base color of the Destructible Mesh. This is issue was re ...
When using Finish or Custom Event Tracks in a Timeline, they won't execute when 'Set New Time' is being used with another Timeline or Float value. This issue was reported and tested in 4.19.2 (CL ...
Editing the bCanEverAffectNavigation flag on an Actor Blueprint is propagating the value of the property to the Blueprint instance, but fails to properly update the navmesh according to the new valu ...
Hierarchical Instanced Static Meshes are partially ignored after building the navigation mesh. This is causing the navmesh to be generated within all or part the HISM instead of around it. This ...