"Active" marker on shot track scales improperly when using Time Scale ...
Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note: The foliage will move if the base actor is moved directly, inde ...
Deactivating and then reactivating the same GPU system will cause existing particles to die. ...
This problem seems to be fine when the material is Opaque.[Image Removed] ...
PhAT is inconsistent on when it does and doesn't apply scale to Constraint positions. This leads to cases where the positions provided create constraints that may not work when the Preview Skeletal ...
URichTextBlock::UpdateStyleData() does not check whether DecoratorClasses already had any specificed DecoratorClass. So every time you turn UMG on and off from the Viewport, Decorator Classes will i ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...
When using a Destructible that is using the Event OnComponentFracture and the flags for Debris timeout/max separation and Debris Enabled will cause the event to fire for each chunk removed from the ...
Vehicle wheel shapes on the server appear to detach from the vehicle and remain at their spawn point when running a networked game. The clients physics representation is ok and as expected, i.e. whe ...