When using a capsule component for the character with CCD enabled there can be a force that pulls or pushes simulated meshes that are never touched by the capsule. Demonstration video attached. As ...
Custom Nodes plugged into World Displacement are yielding:Error [SM5] error X3017: 'CustomExpression1': cannot implicitly convert from 'struct FMaterialTessellationParameters' to 'struct FMaterialP ...
Physic Constraint movement is quadratic where previously it was spherical. ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
AreaID always seems to be empty during the first PIE session after hot-reloading. Only able to test in Dev-Framework CL# 3221683 due to the licensee's project being created in 4.15 and not being b ...
When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
Pass by reference variables do not work when called from a blueprint interface between two blueprints. Workaround: Use direct communication to pass by reference between two blueprints. ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Regression: Nanite Foliage is a new feature in 5.1, so this issue is not reproduceable in 5.0. Notes about this new support can be found under Nanite Improvements in https://docs.unrealengine.com/5. ...