I was not able to repro this with template projects in //UE4/Release-4.17. I was not able to repro the lack of collision to the same static mesh I shot at if I tried to run into it. That is why I me ...
A chain of physics constraints that includes a physics constraint that is set to Limited does not work correctly. When collision occurs, the attached actors start moving erratically. Regression?: N ...
The Draw Brush Polys setting does not display translucent Material in versions 4.17 and higher, instead, checking the option appears to do nothing. This issue does not occur in 4.16.3, this issue is ...
A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
We no longer include a note/warning when an expected execution path will not be taken in a function graph due to the presence of a return node. This was inadvertently removed by the change that intr ...
Recorded sequences create "Visibility" tracks instead of "Hidden in Game" Tracks. "Visibility" tracks appear to be legacy tracks that you can't create anymore, but is still created by Sequence Reco ...
This is a common crash in the 4.16 release. The callstack is similar to [Link Removed], but that was fixed in 4.16.2 while this crash still occurs. Users have not provided any additional informati ...
Instanced Static Mesh components created through the Construction Script aren't visible in Standalone Game. Collision is still present. They are visible in all other play modes and if created on Eve ...
While testing KiteDemo for 4.16 Sample Pass – //UE4/Release-4.16 CL 3420042 in Binary – Two warnings occurred when opening the project.LoadErrors:Warning: Warning CreateExport: Failed to load Outer ...
The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...