If an actor is simulating physics, it appears that it will still rotate around a locked axis if it overlaps with another static mesh ...
Placed Editor Utility Base was recently deprecated and users who require the functionality of ticking in the editor are unable to use "Editor Utility Actor" or "Editor Utility Widget." A couple of u ...
Importing custom pre-triangulated UCX collision data, can modify the topology of the mesh producing an inaccurate collision shape. ...
Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...
In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...
When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...
When using a combination of Scale box, Invalidation box, and split anchors it can cause the child widget(S) of the invalidation box to jitter/shake. ...
This issue only occurs on iOS and does not reproduce on Windows or Android. I have seen that the SceneDepth value of the DepthFade node may not be compared correctly. ...
When using the Vive and the Anti-Aliasing Method of "Temporal AA" Widget components appear blurry during movement. ...
"Simulate Selected" overwrites "Physics Type" property when playing in Editor. In any subsequent PIE sessions SK_Mannequin will simulate physics even though the option is toggled off. This was repo ...