Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...
When selecting an actor in the viewport, some AMD GPU users are reporting that the selection outline is not visible. Rolling drivers back to 17.1.1 correct the behavior.| Two EngineQA tester have ...
Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
Running r.AllowOcclusionQueries 0 command seems to set bWait = true, causing large wait times Tested: 4.22.3 CL#7053642 , 4.24P4 CL#10387632 , 4.25 CL#10479005 Link to the users video, which ...
In the project is Behavior Tree that implements some tasks, decorators and services, but for some reason, two of my tasks nodes gets initialized with all the pointers to their services set to null, ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
Imported TTF fonts rendering unknown glyph for previously-working characters such as ' or ! or , or ?. In 4.21 the font was working as expected. User states that custom fonts should be forward-compa ...