When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...
If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...
When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...
Shadow artifacts will appears when the camera is moving towards a character or if playing will appears with the character if Self Shadow is enabled for the character. Sample video and image attache ...
ARM Mali 400 Series GPUs are rendering Opaque Unlit Materials as Black instead of the designated color. This is a *regression* from 4.10.2.Devices where Issue OccursDevice NameBrandBug Description ...
With a Bokeh DOF setup that essentially places the Near Transition Region into a Negative Space (or non-existence) the FPS drops dramatically from out of focus region to in focus region. In Focal R ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
When building the Promoted 4.12 Solution from Github as of the 4AM commit, the Unreal Lightmass project does not build by default. This results in the inability to build lighting until Unreal Light ...
Collision boxes become sluggish to move when using higher poly meshes. High poly boxes attached (60 K and 120K tris) Users Video for reference: [Link Removed] ...