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 ...
When a shipping build is packaged using specific rendering settings a memory leak can be observed. The licensee has noted that this leak presents as a 10MB per hour increase in RAM usage. It has a ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...
When adding a niagara system that reproduces a skeletal mesh and a skeletal mesh as components to a blueprint, the niagara system immediately updates its skeletal mesh to the most recently updated s ...
When importing an asset like a Texture asset using the steps mentioned in the Repro steps, the imported asset does not have the correct relative path listed under the newly-created asset's "Source F ...
Set Members in Struct node doesn't work if the Struct is contained within an Array. ...
Gameplay Ability System Standalone: Removing an attribute set and then removing an active gameplay effect that has a modifier for an attribute from that set results in a crash. Currently, one must ...
Control Rig settings are not retained between editor sessions or carried into deployed game ...