Collision pose is not updated on Slave Meshes when using "Set Master Pose Component". This occurs with both Physics assets and Per-Poly collision This severely effects anybody making characters ou ...
This crash is caused by an exception that is thrown due to the functions inside of a blueprint based off a user-defined class that is suppose to mimic Timelines. ...
A licensee is reporting an audible pop when transitioning between levels with a sound spawned and playing at volume multiplier of 0.0. The original report was a discrepancy between the old audio en ...
Destructible doesn't return Impulse data on hit User Description: I'm working on a project with destructible structures. I'd like to apply damage to actors that are hit by fractured destructible m ...
On the details panel of the StaticMeshLocation module, when expanding the dropdown of the MeshParameterBinding property, user parameters of type StaticMesh don't show up (only those of type "Object" ...
If exiting the editor before the EditorUtilityTask completes, it crashes. It will not crash if canceling the UtilityTask and then exit the editor. The following implementation does not allow destruc ...
MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...
Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...
To have a Particle System use an Emitter Delay Range that is chosen on each loop of the emitter, you must have under Duration, Duration Recalc Each Loop set to True. ...
3D widgets attached to the camera render incorrectly when compared to the oculus rift. When the Widget is centered to the camera and attached to it in the Character BP the widget will render incorre ...