When Game Feature Data assets are loaded as part of the Registering step in the game feature state machine used by Lyra and other games, they register themselves by calling AddGameFeatureToAssetMana ...
AWheeledVehiclePawn class tries to use CCD in the constructor, but Mesh->BodyInstance.bUseCCD = true this code does not work to activate CCD because Physics Assets could not be available at this ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
Certain Lumen Hardware Ray Tracing CVars, when disabled in isolation, will not fall back to tracing the Global Distance Field, because the Global Distance Field is still disabled. The function "Lum ...
When using a Destructible with World Support set simulate physics can be enabled so long as the DM has not been hit yet. Once it's been hit it no long is able to be set to simulate. ...
When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...
Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...
When importing a Static Mesh into UE4 that is using the SOCKET_ naming, and is part of a Level of Detail set, the socket is discarded. If the Level of Detail set is removed from the Static Mesh, t ...
A Spline component that is altered in the construction script cannot be referenced by the Event Graph. ...
Extremely long Spline Point will cause the editor to lose FPS and crash some machines User Description: A couple of times I've accidentally scaled a spline node to be huge, causing the spline to ...