Vehicle wheel shapes on the server appear to detach from the vehicle and remain at their spawn point when running a networked game. The clients physics representation is ok and as expected, i.e. whe ...
Artist had problem open his level after LayerInfo file was deleted ...
Niagara mesh particle normals do not match those of static mesh actors. ...
Get nasty crash when performing a diff between two revisions on a BP uasset and then select a parent section that was modified, followed by a specific action performed on that section of the BP. ...
The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition. Normally this is sufficient, although if you blend between two states A and B such that you interrupt ...
Using the HideCategories = (CameraSettings) specifier inside a custom CameraComponent class will cause the editor to crash when the component is added to a blueprint. Restarting the editor will sho ...
When using material attribute layers in a material layer setup, there is a potential discrepancy in the number of VT Lookups presented in the material instance's Platform Stats. When the same textur ...
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 ...
An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...
Currently, using the string "None" as a hierarchical node identifier inside a Gameplay Tag (for example "A.B.C.None.D.E.F") is not disallowed by the engine, but results in some incorrect behaviors. ...