GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...
If the user creates a widget blueprint and adds an image with transparency the image will appear slightly darker when launched in HTML5 (firefox nightlie in this test) ...
Using Forward rendering, directional light settings persist across levels and after deletion. Video attached, shows problem in Dev-VR but same issue occurs in Release-4.20 ...
It appears that users are unable to order widgets within a grid panel so as to set what widget that would like to be in the front. The layer option in the details panel says that it affects draw ord ...
Child widgets that are marked as Is Focusable = True appear to sometimes be ignored if they are placed within parents who are set to Is Focusable = False. ...
Randomly selecting a character class from the GameMode constructor using ConstructorHelpers::FClassFinder can result in default or null character being set when the level is reloaded. It appears tha ...
If a level has UMG widgets, swapping to other levels (including the level you're already on) doesn't clear away the UMG widgets. ...
Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition. Using the AND node where the first argument evaluates to false sti ...
Weird behavior occurs when toggling Simulate Physics on physics actors by input instead of on BeginPlay. Multiple odd behaviors are present such as touching physics actors ignoring collision. Test ...
When T0 is set as Reference Pose in the import settings, on an asset where faces have been rotated significantly (90 or 180 degrees) from the initial bind pose, the result will be some faces inverti ...