Collision shapes for merged actors using the Merge Actor tool do not account for the rotation of the actor when combining the data. It looks like the X and Y collision shape rotation in the world ...
This issue was originally reported specifically for Destructibles, but it appears to affect Skeletal Meshes, and static meshes when selected. When "Render in Main Pass" has been disabled skeletal an ...
UnkownRef Mips is meant to fix/workaround the problem where some textures are used for rendering but they don't have any component references them (such as texture used by PP effects) These UnkownR ...
Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...
If an actor component contains a TArray of instanced objects, some of those object instances can get incorrectly invalidated and marked for garbage collection in certain situations, possibly resulti ...
When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...
The Soft Object Path loading code has special case logic for loading from Play In Editor, which tries to remap paths from the editor version of a map to instead point to an actor in a specific clien ...
Navmesh generation appears to have issues handling terrain and planes that are at 45 degree or steeper angles even if the agent max slope is set to allow for such movement. While the issue occurs at ...
5.8 added Sequencer.AllowPausedClock (on by default) in FMovieSceneTimeController_ExternalClock::OnRequestCurrentTime (MovieSceneTimeController.cpp): PausedTime = Context.World()>RealTimeSeconds - ...
iOS icons have stopped working for Windows BP projects again; this does not occur on Mac. It also does not occur when using a source build from p4 (only on a binary build from the launcher). Note t ...