Moving a SmartObject inside of the level shows that the slot debug view is moved along with the SmartObject, but when PIEing the AI react as if it has not been moved/rotated. You must click Rebuild ...
A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...
When inherited, it is reasonable to expect the tags added by the parent to be reflected in the children. If the parent is editted after the children, however, tags that are added or deleted are not ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
Using the Show Collision console command will show collision for existing actors, but if a new actor is spawned its collision is not shown. This is problematic when trying to visually debug projecti ...
When Switching the curve editor to cubic interpolations for example moving the blue handles will not change the curve. However, if a third point is add this function works as intended from the 2 poi ...
If a user collapses a button that is inside of a wrap box widget the other buttons inside that wrap box will not adjust their positions to compensate for the missing button. In other widgets collaps ...