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 ...
Converting a BSP to a static mesh will freeze and crash the editor when done on Linux. Windows does not exhibit the same conversion crash. ...
DynamicEntryBox with EntryBoxType Radial is stacking Entries if SectorCentralAngle is multiple of 360.0f and DistributeItemsEvenly is enabled. The licensee has provided an analysis: On void SRadia ...
Using HISM with Density Scaling enabled throws an Ensure when Foliage Quality is lowered. ...