Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...
When using source control and attempting to sync the project, sometimes assets are not updated to the latest changes properly. This causes changes made to those assets later to override previous ch ...
Using Object Scale in your material with an Instanced Static Mesh does not change the color of the material if you scale the individual instances of the Instanced Static Mesh component. If you scal ...
This is a trending crash coming out of the 4.17 release. Update: also occurring in 4.18 User DescriptionsCompiled after Refreshing Blueprint node after changine its namePressed compile after creat ...
Parameter collection overrides defined in the Niagara system's System Properties do not work. In FNiagaraSystemSimulation::GetParameterCollectionInstance the return value of GetParameterCollectionO ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
Context / Problem: Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort ...
A blueprint that uses a node for a BlueprintNativeEvent function breaks on hot reload. Blueprint cannot be saved or compiled. Compile error states: Error This blueprint (self) is not a HOTRELOADED ...