Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...
A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
Attempts to Launch On to or Package for iOS fail with: LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Unabled to build Project C:/Pr ...
UWorld::ComponentOverlapMultiByChannel and internally, the call to FBodyInstance::OverlapMulti, misses overlaps and blocking hits when the PrimComp's (the component used to test overlaps) mesh uses ...
This is not a regression. Tested in //UE4/Release-4.27 CL#18319896 Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only. ...
If a static mesh component has Simulate Physics enabled, GetRelativeTransform() returns the value of world transform. ...
Several users have reported crashes where the Heightfeild loaded from the DDC and physical material list do not match. Suggest adding the number of physical materials to part of the cooked heightma ...
This is a common crash affecting users in 4.16. User DescriptionsTried to edit the VivePreController Meshtried to edit SM_Skysphere after shaders had finished compiling. For no other reason than th ...
Shortcuts do not appear to work for the visual logger in the editor preferences ...