Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...
If the user scales multiple child components and tries to move them it causes exaggerated movement. ...
Instance Static Mesh element is not rendered if array element is removed and another is added. The collision is still present and the instance count will still register as if the non-rendered elemen ...
The rotate about axis material node appears to cause z-fighting in mesh particles if they are scaled in the simulation. ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
BP Component is not destructible if the Object Type is set during runtime. If the Object Type is set manually before PIE is started, the BP component will destroy correctly. ...
Destructible doesn't return Impulse data on hit User Description: I'm working on a project with destructible structures. I'd like to apply damage to actors that are hit by fractured destructible m ...
After using FMath::RandRange() to initialize elements of an int array in a SaveGame class and then setting all of the values of the array to 0 before using UGameplayStatics::SaveGameToSlot() to save ...
Static imported as skeletal removing material IDs with some FBX. This user's FBX files are, so far, the only ones that exhibit this behavior ...
Looks like the replication system doesn't properly account for bShouldBeVisible. Once a level has be marked bShouldBeVisible=false on the server, the level is completely cleaned up and all actor cha ...