When animating within a blueprint of a subclass created in c++, the animating mesh replicates itself uncontrollably. Added to .h: UPROPERTY() UBoxComponent* BoxComp; UPROPERTY() USkeletalMeshCompo ...
When using UMeta on Enums, text is ignored when doing Enum to String on a packaged project. ...
Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material this only occurs depending on the specific order ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
Add Actor World Offset does not work consistently with physics-enabled objects Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there, it is a regression ...
When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...
UserWidget animations will be ticked as part of the WidgetComponent's DrawWidgetToRenderTarget(). This will lead to a crash when we attempt to set the LastWidgetRenderTime to GetWorld()->TimeSeconds ...
Generated from CrashReporter Error message - Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address [different address per crash] ...
Overlap trigger on Event Begin Play doesn't work after converting project from 4.7.6 to 4.8 P2. The user thought this was related to using Custom collision object types but it is reproducible with ...
Destructible attached with a Physics Constraint have inconsistent physics compared to a standard Static Mesh. This is also sometimes prevalent with Destructibles that aren't attached with a Physics ...