Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...
[Link Removed] Closed was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::S ...
Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...
An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...
When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...
When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...
Plugin fails compile in 4.11 / 4.12 due to redefinition of class/struct type (locally). AH user reported LNK2005 error when compiling in 4.11 Regression: YES? - Project with the attached plugin co ...
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 ...