There are issues with the way Physics is being handled with physical materials. Having a physical material setup with a restitution of 1 and a high max depenetration value will result in no bounce. ...
Changing the mouse cursor depending on what it is currently over only happens if a mouse button is also being held down. This worked normally in version 4.5.1 WORKAROUND: In UGameViewportClient::Ge ...
This happens because of how FLANSession::Tick will handle receiving multiple response packets from a single host. FLANSession will cache the ResponseGuids of any incoming host response packets, so i ...
DESCRIPTION: If you try to open the physics asset for the Advanced Vehicle template will throw a warning that the physics asset has no default skeleton and that it will be replaced with the default ...
Slider Values are not working inside of a blueprint in 4.8 Preview 1. User Description: Problem with the numeric float/int boxes in the editor in Blueprints, if for example open the TPS Template a ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
When a widget blueprint is created with Enhanced Input bindings in the event graph, when it is subclassed those bindings will not work in the child. This is inconsistent with how Actors function, an ...
Deleting an asset that is marked for add when using the Git source control plugin no longer actually deletes the asset. Instead the file will be removed from the Content Browser (it actually stays i ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...