This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
This will only repro when connected to source control ...
Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...
Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision). ...
This problem is caused by the AccessLogWriter has not been flushed at the termination. The following workaround flushes the Writer.class FFileSystemDerivedDataBackend : public FDerivedDataBackendInt ...
A crash occurs when Nanite override material instance is used in a project with Ray tracing enabled where: 1 The Material assigned to the static mesh uses Deferred Decal / Translucent and the Nani ...
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 ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...