Instance Static Mesh element is not rendered if array element is removed and another is added. The collision is still present and the instance count will still register as if the non-rendered elemen ...
When SphereTraceByChannel has a radius greater than the Character CapsuleComponent it causes the SphereTraceByChannel hitbox to register to the Character's origin point instead of the static mesh it ...
A licensee has reported a problem where FVisualStudioSourceCodeAccessor.AddSourceFiles is unable to handle two files being added at the same time. In this case, a .cpp and .h are added at the same t ...
There is an issue when attempting to reorder blueprints where Blueprint Function Reorder displays error tooltip when trying to reorder functions. In previous engine versions, functions could not be ...
Attempting to use CoreRedirects to rename a BlueprintImplementableEvent that has a return value results in the function not being renamed in the Blueprint subclasses and its Return Value nodes causi ...
When setting a SceneCapture with Capture Every Frame set to False, the capture will appear bright green in Packaged project. It captures as expected in editor/ PIE, and also works fine if Capture Ev ...
The Set relative location in construction script does not work when the value is [0, 0, 0] when used it does not set the location back when the specified component is moved, it does work for any val ...
Skeletal Meshes with LODs are not able to change LOD levels when a SceneCapture Actor is present. The LOD selected for the Render Target of the Scene Capture is used also for the main viewport. This ...
Attempting to bind an event to OnPerceptionUpdated results in an error in Blueprints. It seems that this is caused by the TArray in the function signature not being a constant reference. Current co ...
Problem description: When the Third Person Character gets attached to any other Actor (AttachToActor, Rule: Keep World), from the view of other clients the character (capsule, skeletal mesh) is out ...