There seems to be a discrepancy between the output of Get Mouse Position node depending on whether the node is inside an Actor function or called from Event Tick. If the node is present inside a fun ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...
A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...
Going fullscreen/stereo on/enableHMD causes a play in standalone to go unresponsive and render as a black screen. Found on: Binary 4.9.2 release (from launcher/portal) UDN: https://udn.unrealengin ...
If an existing AddComponent node is placed in an Actor Blueprint's Event Graph for a custom ActorComponent-based Blueprint Class, the node will fail to be scheduled after adding a variable marked "E ...
When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...
UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...
Using SceneCapture in packaged VR projects causes poor performance. Also observed with SceneCaptureCube Does not occur in 4.18 ...