The FComponentReference::GetComponent() method can attempt to cast to UPrimitiveComponent when FComponentReference appears to be able to work with any scene component. ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
In a character's Physics Asset, a bone that is set to Kinematic and its children will have a scale of 1 overriding the Skeletal Mesh's Scale Transform settings. When the root of the body is changed ...
When a landscape weightmap or heightmap update is required, ALandscape::ResolveLayersTexture is called via the ALandscape::UpdateLayersContent() The problem appears to be that all pixels in the Out ...
There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...
Reported by AnswerHub user. UHT should block UFUNCTIONs which hide other UFUNCTIONs with the same name but different signature. ...
When checking the "Pause on Impact" check box within the details panel for the InterpToMovement component, the editor crashes ...
A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...
Collision presets are reset when reimported for any static mesh. If importing and overwriting the original mesh I would expect these to be wiped but when reimporting an updated version of the mesh I ...
Performing a hot reload on a project that contains an FStringAssetReference inside a struct results in a crash. This was reported to work fine in 4.6.1, but I was unable to verify that is the case. ...