Any static mesh with collision complexity set to project default currently has the project default value stored in the asset registry instead of the "CTF_Default". By storing the converted value th ...
When an actor set to movable and ticking with TG_PostUpdateWork is walked over, the character's capsule component position is incorrect during movement. ...
Edits to TriggerBox 'Shape' parameters (in a ChildActor component) only update in Blueprint Viewport once, to view subsequent updates one must re-open Blueprint. Confirmed in 4.22 MAIN - 4631879 ...
Replicated structs with multiple properties can have the wrong previous value passed into their rep notify functions if all of the properties do not change in any given frame of replication to the c ...
When using a CameraPosition Node in a Material Shader, it does not behave correctly with Metal. Working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4613538 and 4.22 CL# 4666322 ...
Because of when GetEnumValueFromString (called by GetVoiceSampleRate) executes for certain modules at load time, the global enum master list is empty, which leads to the config value not being parsa ...
Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...
The reason is simple, the actor names is not the same as the metadata name: [Image Removed] ...
When Forward Shading is enabled, if you create a material with their properties setup with the following: Material Domain: Deferred Decal - Blend Mode: Translucent - Decal Blend Mode: Emissive T ...
Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Edit ...