If a user set the transform of a Body from the game thread and physics is running multiple async ticks perf game tick, the transforms might be being calculated incorrectly. ...
Previously, all Unreal Types generated by python scripts would be created inside package "/Engine/PythonTypes". This was changed by [CL 32478991 in ue5-main branch], which meant to "remove the restr ...
When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...
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 ...