Setting a restitution of 1 for a ground material and a restitution of 1 for a ball that bounces on the ground should keep the ball bouncing at the same height consecutively. Over the course of time ...
This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...
This will only repro when connected to source control ...
Looks like the position of the bone according to the animation is still being accounted for somehow, because the collision seems fine (when using pxvis collision). ...
A crash occurs when Nanite override material instance is used in a project with Ray tracing enabled where: 1 The Material assigned to the static mesh uses Deferred Decal / Translucent and the Nani ...
Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...
On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...
Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...
A crash can occur if multiple Actors are spawned/destroyed simultaneously, with each Actor loading an asset when it is spawned. This does not occur 100% of the time, but it does occur quite frequent ...
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 ...