AStaticMeshActor::CheckForErrors() is producing slightly incorrect results due to position and scale being exact matched, instead of using an epsilon comparison. Rotation is using Euler angles for ...
Un-checking the ContributeToMass setting on any part of a physics asset results in an ensure when simulating physics. ...
As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...
Imported FBXs that use UBX will import their collision rotation incorrectly. You can see this when scaling the collision non-uniformly. Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 CL# 46 ...
Multiple licensees are experiencing this problem. The repro should look like this initially: [Image Removed] But then over time will degrade overtime into something like this this, most likely cau ...
If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...
Using the console to set mouse sensitivity locks mouse movement to the X axis. ...
When setting a key variable to none (without setting it to anything else first) the variable will return "(" instead of none ...
Using nDisplay DeprojectScreenToWorld does not have proper alignment when clicking on the screen. [Link Removed] ...