When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
Generated from CrashReporter ...
This problem is caused by the AccessLogWriter has not been flushed at the termination. The following workaround flushes the Writer.class FFileSystemDerivedDataBackend : public FDerivedDataBackendInt ...
The 'Set Constrained Components' node doesn't set the physics constraint components correctly if used in the Construction Script. ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...
Custom Time Dilation causes PhAT bodies to hover This is not only happening with vehicles like the original bug described. This is also happening with PhAT skeletal meshes that are moving. https:/ ...
When a LocalFogVolume is used with ExponentialHeightFog, it does not correctly fog translucent objects. ExponentialHeightFog and Volumetric Fog from a LocalFogVolume both correctly occlude transluc ...
A Geometry Collection with Removal-On-Break, after breaking and shrinking until vanished, will reset to the original state (full-size and unbroken) if we toggle between Fullscreen and Windowed while ...
The PackageMap / NetGuidCache appear to get into a bad state on Clients if the Server toggles level visibility of a sublevel. This can affect currently connected clients, as well as clients that jo ...
User does not change anything in Client Play Camera Shake. Reproduced in 4.8 and Main (//depot/UE4/Promotable-CL-2581498). This is a Regression: it works as expected in 4.7.6 ...