FBodyInstance::SetCollisionEnabled uses an incomplete conditional to determine whether or not it's in a Simulating or Non-Simulating state. This can cause cases where RecreatePhysicsState doesn't pr ...
Line trace component appears to return a hit result even when the trace should not have had anything to hit. Attached project shows line trace start & end points. Even when the trace doesn't overla ...
The bool Replace parameter variable is necessary when calling the function, but is not used inside the function itself. This makes the variable seem useless / unnecessary in the parameter list. ...
Crouch node does not appear to have any affect when called. The Is Crouching always returns false ...
This is a regression in behavior between 4.14.1 and 4.14.2! The editor will crash when importing FBX meshes that have multiple material ID assignments. If it's a single material ID it will import w ...
Project fails to package for Android if a blueprint has a variable that sets itself on construct. ...
When using a procedural mesh at runtime, projects fail on mobile devices. Tested on both Android Nvidia Shield and iPhone 6+. ...
When a hot reload is preformed, the CDO is not properly cleared. This causes a copy of the class to be generated with both the original and copy triggering calls. Workaround: Preforming an additio ...
Changing IsTickableInEditor to false does not prevent an object from ticking while in editor mode. ...
A licensee is reporting an issue with mesh decals rendering incorrectly when created as a Material ID (Material Element) and assigning a translucent material to the shared mesh. The use case exampl ...