When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...
In the Content Browser in the Viewport to the right of the Content Browser outliner (*see image): If you are in Tile View you can drag an asset into a folder in the same viewport and successfully m ...
Users are reporting crashes and poor performance when generating foliage using the Experimental Procedural Foliage Volume tool. Regression? Yes, this does not occur in the previous engine version o ...
This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...
After holding any mouse button down and pressing escape to quit the game, using the right mouse button to move in the viewport locks it to the left and right bounds of the viewport. Sometimes moving ...
The Instanced Subobject values for the Child_BP are same as what the Parent_BP subobject values are changed to before compile and saving both Blueprint Objects. Tested in 4.18.3 (CL-3832480), 4.19. ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
Context Auto-weld makes it so if a child is attached to a parent, the two bodies will be joined into a single rigid body. Physic settings like collision profile and body settings are determined by t ...
A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...