Procedural meshes with physics enabled created at runtime do not attach. ( Warning in Edtior: Constraint in '/Game/Maps/UEDPIE_0_Default.Default:PersistentLevel.withSMC_0.PhysicsTestSMC' attempting ...
Streaming levels loses static meshes coordinates and mesh references when a Blueprint within the sub-levels are changed and they aren't toggled visible in the Persistent Level when it is being built ...
PixelDensity not changing with Google VR Did not repro on Oculus Go Confirmed in MAIN 4.23 @ CL 6395234 ...
If Google VR plugin is enabled and default VR plugins are disabled - debug layer does not render. Confirmed in 4.23 MAIN @ CL 6395234 ...
ActorActionUtility / AssetActionUtility use SStructureDetailsView to show dialog for editing function's parameter ( FBlutilityMenuExtensions::CreateBlutilityActionsMenu ). But SStructureDetailsVi ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
If a user has a project open more than once, they will be given an error message when trying to save changes. This message could be more clear as to what issue has occurred. ...
Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...
Using the Particles.SubImageIndex has no effect on what portions of the a UV are rendered in Niagara. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 6533064) ...
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