Changing the name of a physical surface that has already been applied to a physical material will cause a crash, if you try to reapply the renamed physical material from default. The physical materi ...
Actors simultaneously spawned in to different sublevels contain the same name. This is not true if the actors are manually placed within each level. ...
If SpawnActor is used with a class of an existing Actor that has a Procedural Mesh, the game will crash. ...
Duplicating actor in level clears some default values. This may be related to changing values within a referenced blueprint. ...
Logs aren't being saved on Android devices, even when the source files are updated to reflect output logs. However, they were working in 4.12. iOS logs are showing up in shipping. ...
When enabling local space in the required module the ribbon type data doesn't behave as expected. In the test project the two versions of a particle system have been set up one with local space enab ...
When a ribbon data particle emitter is set to use local space and has a world offset module applied, it will rotate in the opposite direction if the particle system is rotated in the scene. Additio ...
After calling Unload( ) on FStreamableManager, asset hard references are still valid and usable. ...
Material billboards cannot be scaled. The Material billboard appears to be unaffected by setting its scale ...
Firing a radial impulse does not affect an object whose center of mass is located outside of its' collision unless both the center and the collision are simultaneously affected by the same force. ...