Deactivated components are ticking one additional time after being deactivated. ...
Lines are not drawn correctly when calling the Draw Lines node in blueprints when playing in Standalone mode. Regression? Yes, I ran the same test in 4.9.2 and 4.10.4, and the issue did not occur i ...
Firing a radial impulse does not affect an object whose center of mass is located outside of its' collision unless both the center and the collision are simultaneously affected by the same force. ...
FMaterialUtilities::ExportMaterialProperty doesn't take into account any noise expression nodes in the material when outputting the FColor array. ...
All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...
In the content browser, expanding a parent folder, selecting one of its child folders, and then collapsing the parent folder will cause all of the assets to display in the content browser, including ...
After calling Stop() in UpdateTimeCursorPosition (LevelSequencePlayer.cpp:392), we continue on to set TimeCursorPosition to NewPosition. At this point, NewPosition is beyond the end of the track. A ...
Importing a landscape on a Mac crashes the editor. Landscape importing does not crash the editor on Windows OS. Frequency: 2/2 ...
Currently FExtensibilityManager assumes that all extensibility is going to operate on TArray<UObject*>. Moving forward, we want to be able to supply custom, domain-specific context information to e ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...