Physics objects will bounce unrealistically just before coming to rest. This is most noticeable with the large cube in the 1st Person template project. It also happens with the smaller cubes but not ...
Small objects have erratic behavior when simulating physics. If drop at an angle, some will start spinning indefinitely on contact with the ground while others will spin in place when hit. This is ...
When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
This is a common crash affecting users in 4.16 and has been occurring since at least 4.14 affecting more than 300 unique users. User Descriptionsi made a macro called IsolateYaw and set the input t ...
There is an odd issue occurring when the world origin is changed, changing the world origin causes the foliage to cull in unexpectred ways. The issue can be solved by using the console command "r.Al ...
When using the foliage tool, once the mesh count reaches around 1.5k and higher you will be unable to select individual meshes by using the mouse. The lasso tool and the select all tool work as inte ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
Text widget with Outline uses 2 LayerId levels to draw the outline and the text glyphs. This can be seen in function FSlateElementBatcher::AddShapedTextElement(), where lambda BuildFontGeometry() is ...