GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...
A user has reported that using GetAttachedActors in the Constructor does not work properly. If actors are attached in the editor, the function does not return the correct value when called in the Co ...
Crash during Periodic Damage test for Gameplay Abilities system in the Network Prediction plugin, when both plugins are enabled. Related to a null GameInstance. ...
When you finish editing a level instance, the actor is converted from the world position to the local position of the level instance, but if you replace the actor, the conversion process is performe ...
When rendering runtime virtual texture pages without throttling (when r.VT.MaxUploadsPerFrame is high or during Movie RenderQueue captures) the number of FRDGBuffers allocated by the Render Graph Bu ...
Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...
Interface functions called as events in Blueprints that implement the interface cannot be set to replicate. When the event node is clicked, the Details panel is empty. Reproduced in 4.7.6, 4.8, and ...