Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...
If a player steps on projectiles they have their velocity overridden and are launched away from the projectile. ...
If a bsp is turned into a static mesh and then the original mesh in the level is duplicated, it will register as duplicated in the world outliner but the mesh will not appear until re-assigned in th ...
When attempting to play random sounds using the 'Random' node within the audio editor, the 'Randomize Without Replacement' does not function as explained via the tooltip. The options says that if y ...
When packaging a product for Windows (64) with an 'Event Begin Play' node executing a UI sound to play, and changing the Effects Quality within the console, restarts the audio playback for that soun ...
Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...
A licensee found a problem with a capsule component used in a blueprint. A player intersecting the spherical ends of the capsule will cause it to fire overlap events. However, after simulating physi ...
This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...
In 4.11 when you selected an actor with multiple material elements with the merge actors tool open you had the option to merge the material elements into a single one. This option is no longer valid ...
Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...