Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...
Turning off a destructible mesh's collision will still affect navigation around the destructible mesh Note: This issue is related to [Link Removed]. The workaround for that issue does not apply he ...
The Spawn Actor from Class node outputs an Actor reference when a Select node is attached to the Class input, even if both options are of the same child type. For example, if two Characters are the ...
Drag coefficient on vehicle blueprints affects forward and reverse differently. If in reverse, it seems to be additive or multiplicative to the vehicle's movement as opposed to providing any resista ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
Since Gamepad input works without needing focus (which was added in 4.9 with [Link Removed]), a Gamepad's input will also affect all instances running on the same computer. Regression?: No This occ ...
Changing a Media Player asset from Stream Mode: FromURL to From Memory crashes the editor. In 4.8, the editor crashes immediately upon changing that value, with no crash report. In 4.6 and 4.7 Pre ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...