Data Table Columns do not properly wrap text when text is longer than the column width. ...
"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...
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 when altered until compile is pressed. They don't accept new parameter values nor do they respond to any transforms. ...
Open Level does not properly work in Launch Game. Instead of streaming the intended level, it streams the previous level. ...
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 ...
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 ...
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 ...
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 ...
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 ...