When the transform is actuated for a static component only its pre animated state is saved, but its mobility will be set to movable. This causes its children to become movable as well. When the comp ...
If something is executed before a SetActorRotation node on Tick inside of a SceneComponent class BP and then added to an Actor class BP, the physics will lag User Description: When using set rotat ...
If the GeometryCollectionActor (GCA) is simulating physics, calling SetSimulatePhysics(false) does not stop the simulation. If the simulation is paused, calling SetSimulatePhysics(true) does as expe ...
Failed to build UE4.27.0 with Win64/Development Editor. Can avoid this error that excluding the project from build configuration. (Solution UE4->Properties->Configuration Properties->Configuratio ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
Branch Build Label UE4-Main Promoted-CL- 2270796 DESCRIPTION: If a player goes into geometry edit mode and flips a bsp then makes a copy of it the copy will appear invisible ADDITIONAL NOTES: A ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Other than the presence of the error and the performance cost of looking for a package on disk that does not exist, there are no behavioral problems. When running with legacy (non-iostore) pakfiles ...