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 ...
If a user edits a instanced variable which is nested inside two other instanced variables in blueprint editor, a crash will occur ...
ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...
A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...
Rearranging the position of enumerators in an Enum BP will change references to the enumerators inside Data Tables based on position rather than value. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.1 ...
Clothing can have noticeable popping when switching LODs, and there is currently no mechanism to initially start cloth in a resting pose, causing popping on spawn. ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...