This behavior is a regression in 4.12. Essentially we switched to attaching child components as part of the OnRegister() logic. This caused all root-level SCS components (including non-scene compone ...
Child actor components get duplicated when duplicating a level (extra duplicates). The duplicate level has more instances of the child actor component than the original ...
When a widget component is using it's own bounds scale the value doesn't appear to have an effect in the editor. To verify this I added a parent component and used it's bounds scale with the same va ...
Currently, there are some hidden constants that are used to in networking to limit sizes of arrays. After discussion, these were just chosen without much consideration other than to limit bad behav ...
Most recent user affected CL: 3106830 (4.13.0) Error message: Access violation - code c0000005 (first/second chance not available) Source Context: SelectedKeys = SplineVisualizer->GetSelectedKey ...
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 ...
There are instances where HLODs will either generate a lightmap but not assign it to the correct Lightmap Coordinate index from the target lightmap setting in the HLOD outliner or the Lightmap will ...
See also https://forums.unrealengine.com/showthread.php?64082-Media-Framework-Roadmap&p=590662&viewfull=1#post590662 ...
In ConstraintDrives.cpp, SetAngularPositionDrive and SetAngularVelocityDrive do not use "InEnableTwistDrive" and instead assign "TwistDrive" to "InEnableSwingDrive". void FAngularDriveConstraint::S ...
User confusion over Visibility/Hidden in Game track. We're running into some issues where it's only switching Hidden in Game when you Play, which essentially does nothing with lights, among other p ...