For landscapes, both the simple and complex collision are used when simulated against. ...
If you look at the static method FilterByFloatRange inside AssetRegistryActor.cpp, you can see that the asset registry filter is set to recursively search paths and classes. It is also set to exclud ...
A static mesh assets's Walkable Slope Override is observed by placed static meshes, but not by ISMC instances. ...
When introduced with two Steam NetDrivers/NetConnections to the same user, instead of closing out the communications on a per channel basis, the entire session is removed from the connection list. T ...
Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
Changes in an assets collision profile are picked up only when an instance is created, while changes to the assets collision shapes are propagated to instances. This represents an inconsistent handl ...
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 ...