When creating an asset, if the beginning of the name is the same as the full name or another asset it will cancel the process Workaround: Adding a change (such as "X") to the beginning of the seco ...
Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...
When blending two Blendspaces that are in the same Sync Group and are utilizing root motion, scaling issues occur in the AnimBP preview. This only occurs when "Process Root Motion" is enabled ...
Launching standalone or a packaged game that forces fullscreen at launch does not gain control of mouse/keyboard input until after the screen is clicked on. ...
Actors utilizing overlap or ignore collision for the pawn collision channel are inconsistently responding to pawn actors. In some levels the overlap works correctly, in others, the pawn is blocked b ...
Object collision ignores landscape components that have been retopologized if the landscapes collision mip level is set to 1 instead of 0. ...
Flying pawn from Flying Template does not collide with landscapes. ...
if I place a mesh with "Can Ever Affect Navigation" set to true, then set it to false, it will leave the NavMesh with a bugged "hole" that AI does not path around correctly (causing the "Blocked" er ...
When packaging a blank blueprint project in the versions mentioned, it adds the 'Slate' folder content to the final packaged product. I am not sure this is intended as the user does not need any of ...