Disabling collision of an actor after an overlap event will cause the event to fire twice This is working properly in 4.10-2674146 User Description: Calling on "Set Actor EnableCollision" or "Set ...
When using a Tilemap with a Masked Lit Sprite Material, the tilemap will not render while in Standalone. In the test project, the Paper2D Blueprint character was switched to Masked Lit Sprite Materi ...
AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function User description: 1) Make a function that has a Add Procedural Mesh Component node. 2) duplicate func ...
Startup movies are skipped when World Composition is enabled. Even with the 'Wait for Movies to Complete' option enabled, the startup movie plays for a very short time, and then the level is loaded ...
Physics Constraint doesn't hold if one Component is used for constraint User Description: Hello, I recently updated the project from 4.7.6 to 4.8.2 and the physics constraint don't seem to work an ...
Numerous issues when manipulating destructibles. 1) Changing collision response pre-fracture will not affect chunks post-fracture 2) Changing collisions response pre-fracture will prevent damage f ...
When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...
Hair Materials do not react to Light Functions in the same way as other Materials. There is a visual difference between a Directional Light at 1 lux with no Light Function and a Directional Light at ...
This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...