Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
It appears two shadows are created when building static lighting for Landscapes. One seems to be offset while the other is accurate to the angle of the light source. I tested this in 4.9.2, 4.10.4, ...
When modifying an object that makes changes using the construction script seems to cause a memory leak. The memory that is used seems to never be freed up. ...
Two different users have pointed out that the spring controls seem inverted and/or counter intuitive: The first post: https://answers.unrealengine.com/questions/328098/spring-controller-seems-to- ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
Min roughness in the light settings currently aren't working in the forward shading mode. ...
Crash when compiling BP (containing user defined struct + object reference) after adding variable. ...
After loading a map containing a ParentBP with a ChildActorBP, Deleting and undoing the deletion will "resurrect" the original child, and a new child actor is parented to parent. Possibly Related: ...