When the scale of a mesh is changed on the Server, the collision change of that mesh is not replicated properly to clients, resulting in the collision being different between the server and client. ...
When changing the variable type of a variable in a struct, it can cause some pins related to arrays of this struct to become disconnected. The project provided was from the Marketplace, entitled "Su ...
Slider component does not accurately update the value if thumb image is large in size. The issue is that when a value range on the slider is clicked the thumb should match the associated value; howe ...
User has encountered an exception opening their project when they updated from 4.25.3 to 4.25.4. No repro, log or test project is given at the time. ...
FKConvexElem::CalcAABB was ignoring the elements currently defined transform, and only scaling. This means that any actor that has a transform (not just Merge Actors) could potentially have very dis ...
If an actor has 'Simulate physics' enabled and the Collision Enabled field is set to anything other than Collision Enabled (i.e. OverlapAll sets this to No Physics Collision) then mass is reset to 1 ...
When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...
If a user has a 1366 by 768 monitor resolution and uses the File > Create New project option, then the user will not be able to click the green button at the bottom of the window that actually allow ...
Physics Bodies for bones that are scaled in the Anim Graph are not scaled properly in game. This seems to cause a jittering effect when simulating bodies. User Description: I blend physics into th ...
If "Use Relative Fixed Bounding Box" is disabled, level bounds will be incorrectly calculated. This seems to be similar to [Link Removed]. Found in 4.19 CL# 4033788, 4.20 CL# 4212847, 4.21 CL# 4233 ...