The Resource Collector does not compress the project and maps even if the option was checked. ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
Long text comments in the MRQ burnin takes multiple frames to properly format. See slack thread here: [Link Removed] ...
We found a problem with the component visualizer system and the PreviewActor in the Blueprint editor. If your component is using a FInstancedStruct in anyway, either directly, in a TMap, or TArray, ...
When a foliage actor contains instances of Nanite and Non-Nanite meshes, the Nanite meshes don't get a selection outline when the actor is selected.[Image Removed] ...
When doing a static mesh to skeletal mesh conversion where the source object is an OBJ, if recompute normals or tangents is on, then the resulting normals and tangents will be broken. ...