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 No, occurs in 4.14.3 Ensure occurs if the user clicks on the floor mesh in the Animation Blueprint viewport. ...
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 ...
When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...
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 ...