If a variable in a blueprint is the same name as a referenced variable from another blueprint, using "find references" on the local variable will return references to both the local and the external ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
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. ...
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 ...
Regression is unconfirmed ...
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 ...