BoxCollision component must be simulating physics in order for collision and hit events to work. Note: This testbed doesn't contain print outs of the hit events due to an existing bug with adding e ...
If a collapsed or new function is opened and the mouse wheel scrolled to zoom the viewport camera in or out while setting in the new function, it will continuously jerk back to the original position ...
A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...
Reloading a regular texture will convert it to a virtual texture if the size is greater or equal to the "Auto Virtual Texturing Size" setting. This is often not the desired behavior. The status of t ...
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The PositionBaryCoordsAndDist, NormalBaryCoordsAndDist, and TangentBaryCoordsAndDist data that all contain the vertex distance information to the simulated triangle in the cloth shader doesn't scale ...
Generated from CrashReporter Fatal error: [Link Removed] [Line: 544] Could not write to One possible repro (but is possibly outdated) can be found in [Link Removed]. ...
Since 5.3, BlackmagicMediaSource causes a memory leak. This didn't happen on 5.2. You can see the leak on PIE. [Image Removed] [Image Removed] If "Just-In-Time Rendering" option in the MediaB ...
Moving an instanced static mesh will not move the collision along with the mesh. This will leave a visible mesh that players can walk through in one area and a blank space that cannot be walked thro ...
Expose to Matinee requires variable to be "editable" as well. If this is expected, can we have "Editable" be enabled when you enable "Expose to Matinee"? ...