Waking both of a constraint's rigidbodies re-enables collisions that were disabled by the physics constraint You can also get this issue to occur by either shooting the two cubes around a bit, or by ...
When the player is controlling a Character actor, using the CharacterMovementComponent (CMC), unexpected movement corrections will occur while standing still on a movement base that is rotating. ...
CL23957356 changes how to calculate FrameOffset in FNiagaraSystemUpdateDesiredAgeExecutionToken::Execute(). After this change, DesiredAge + FrameOffset could be 0.0 for some a couple of initial fram ...
The editor crashes with a failed assertion when opening a blueprint actor that contains a structure with instanced objects. ...
At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not. I could not repro this behavior with non-native component ...
I believe that this is happening because of a problem within USubobjectDataSubsystem::FindOrCreateAttachParentForComponent where it is creating duplicates of the character mesh because the "TestScen ...
Fixup Redirectors doesn't work in the editor when showing redirectors using the filter and then choosing Fixup. The maps that reference the redirectors aren't being checked out and fixed. I'm just g ...
If you set the Touch interface to none while there is currently inputs being registered, the inputs will continue forever. I also found that if you set the Touch interface to an actual asset the pla ...
The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...