Simulate physics on an actor and then using slomo 0 console command causes force being added to mesh

UE - Gameplay - Aug 5, 2015

If an actor has had simulate physics enabled and then the console command Slomo 0 is used, force will be added to the mesh, causing it to fly. ...

Duplicated blueprint components do not update until blueprint is compiled

UE - Gameplay - Blueprint - Jul 9, 2015

Duplicated blueprint components do not update when altered until compile is pressed. They don't accept new parameter values nor do they respond to any transforms. ...

Open Level opens previous level in Launch mode

Open Level does not properly work in Launch Game. Instead of streaming the intended level, it streams the previous level. ...

Enabling Tessellation on Materials in 4.11 causes geometry to Disappear

UE - Graphics Features - Dec 23, 2015

Any material that already exists in 4.11p1, with tessellation enabled, causes assigned geometry to disappear. Any material created within 4.11p1, with tessellation enabled and a base color, causes t ...

Player Capsule angular velocity can launch a player when stepping on/off a physics simulated object

UE - Simulation - Physics - Destruction - Mar 24, 2015

Occasionally the player capsule can be launched due to bImpartBaseAngularVelocity being enabled in the CharacterMovementComponent. Disabling this does not result in the character capsule being launc ...

Possessing a vehicle results in unexpected physics behavior

UE - Simulation - Physics - Oct 8, 2015

When possessing a vehicle, if you are standing on top of it with a character, once you begin to drive away, the vehicle will begin to be drawn back towards the character as if it is attached somehow ...

Auto Convex Collision will cause crash when using significantly small meshes

UE - Gameplay - Dec 16, 2015

A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...

Blueprint's location reset to 0, 0, 0 after being detached in a network environment

UE - Networking - Apr 24, 2017

Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...

Set tracking origin has a 90 degree offset between Floor and Eye level

UE - Platform - XR - Jun 15, 2017

Set tracking origin has a 90 degree offset between Floor and Eye level. When switching the Setting for the Set Tracking Origin Node from Floor level to Eye level, there appears to be a 90 degree dif ...

Cannot use code class if it is placed in a folder named "Device"

UE - Foundation - Core - Apr 24, 2018

C++ classes that are located within a folder named "Device" cannot be seen or used within the Editor. The classes cannot be found within the Content Browser, and they cannot be used to create Bluepr ...