Collision for hidden mesh is not displayed in PIE using Showflag.collisionpawn

OLD - Anim - Oct 23, 2017

When playing in viewport, the user is not able to see the collision of a mesh marks as hidden in game if they run the "Showflag.collisionpawn 1" console command. ...

Non replicated child actors placed in scene not destroyed

UE - Networking - Nov 9, 2017

When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...

Duplicating actor blueprint messes up component hierarchy

UE - Gameplay - Blueprint - Mar 16, 2018

Duplicating an actor Blueprint (via ALT+drag, copy paste, or CTRL+W) will result in the copy losing all Hierarchy structure from the original. ...

Oculus Go & Quest: Relaunching app immediately after exiting causes device to freeze

UE - Platform - XR - Jul 26, 2018

4.20 Oculus Go projects cause the device to lock if immediately relaunching after exiting. It does not occur if:You wait ~20 Seconds before relaunchingYou press the power button after closing the a ...

RecastNavMesh is not generated at loaded sublevel

UE - AI - Aug 16, 2018

RecastNavMesh is not generated at the sub level dynamically added in C ++ in 4.20. In 4.18, 4.19 it was generated normally. Probably, changes to the large number about NavMesh systems from 4.19 to ...

Crash editor when open the level sequencer after updated 4.20

UE - Anim - Sequencer - Jan 8, 2019

When migrating from the version before 4.20 to the version after 4.20, opening the level sequencer will crash. I think that there is a problem with conversion from SnapTimeInterval (FixedFrameInterv ...

ForceActorRelevantNextUpdate will only force an update on the first connection

UE - Networking - Mar 21, 2019

The ForceActorRelevantNextUpdate will only trigger an update on the first connection in the list. Note that the ForceActorRelevantNextUpdate does not work on dynamic actors since their ActorChannel ...

Gameplay Abilities: FAttributeSetInitterDiscreteLevels::PreloadAttributeSetData does not allow FGameplayAttribute.

UE - Gameplay - Jun 19, 2019

Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...

Landscape material renders as default material on TM-AnimPhys

UE - LD & Modeling - Terrain - Landscape - Jun 6, 2019

Landscape material renders as default material on TM-AnimPhys: LogMaterial: Warning: /Game/Maps/Framework/TM-AnimPhys.TM-AnimPhys:PersistentLevel.Collision-Landscape.LandscapeMaterialInstanceConstan ...