It is possible to repo this without the exact steps, but that leaves it ambiguous if the camera moved when exiting PIE or not. ...
This is a Regression. 4.26.2 - Binary - no issue creating a session. 4.27.1 - Binary - no issue creating a session if you convert a previously working 4.26.2 project. 4.27.1 - Binary - Fails to c ...
Different results in //UE4/Release-4.27 CL#18319896 On Instance Take Radial Damage will not receive radial damage against Foliage. ...
https://udn.unrealengine.com/questions/510965/view.html ...
Physics actor with physics toggled will fall through static meshes set to Movable User Description: Basically, what this project does is enable simulate physics on the black cube in the middle, th ...
Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...
If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...