Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...
When a Struct is used as a Local Variable in a Blueprint Function Library, the defaults for its member variables are not saved. If, for example, I enter "3" for an Int member, and "Foo" for a String ...
A licensee has reported a crash that is caused by a Buffer Overread in TBitArray's operator < function. While the licensee did not provide reproduction steps, the crash is apparent from looking at t ...
The scroll bar in a scroll box does not currently indicate that it is interactable. The UWidgetInteractionComponent::IsOverInteractableWidget() function returns true if it is over a button, but retu ...
Baked shadows don't seem to work properly when Absolute World Position is involved with masked materials. The masked material won't render a shadow at all in this case. ...
The GameProjectUtils::InsertFeaturePacksIntoINIFile() function is not creating a valid entry in the DefaultGame.ini file. It is currently missing a double-quote at the end of the PackSource value fo ...
Fill function of mesh painting don't use color channel parameters. I suggest that FPaintModePainter::ApplyVertexColorAction need to use PaintSettings->VertexPaintSettings.bWriteRed / Green / Blue ...
Reported via AnswerHub on 4.19 and confirmed in Dev-Audio, the Set Allow Spatialization widget in BP appears to not be functioning - as the audio does not become spatialized in playback. ...