When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamic ...
A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...
Billboard components render translucent during play, but render opaque within the editor. Simply adding a billboard as a component to a new actor blueprint and placing it in the level will reproduce ...
Setting a component to replicate in an Actor that is already set to replicate alters the location on the Client after enabling physics. Note this only appears to occur with components added in Const ...
When using a Tilemap with a Masked Lit Sprite Material, the tilemap will not render while in Standalone. In the test project, the Paper2D Blueprint character was switched to Masked Lit Sprite Materi ...
When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound grou ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
As the title suggests, dynamic shadows on mobile when using a stationary directional light are not appearing at all when deployed to the device or when viewed in the mobile previewer. The odd part ...
Game was rejected from the Mac App Store for attempting gain read/write access to directories which weren't permitted. Reporter of issue has proposed a possible fix on his AnswerHub post: These tw ...
I understand that this is not something you're intended to be able to do (Montages aren't used this way), but we should bar the user from inserting a montage into this variable slot. Crash occurs w ...