When in Simulate mode, selecting an actor that is set to simulate physics will cause other actors with Mobility set to "Movable" to no longer move during Simulate mode. ...
AGameModeBase::FinishRestartPlayer and AGameModeBase::RestartPlayerAtPlayerStart handle rotation differently for Spawning Pawns and Control Rotation depending on whether or not the game is Standal ...
It seems like if replication is re-enabled for a given property, its state should be force synced (depending on replication conditions). Otherwise, the state will remain "out of sync" for an indeter ...
If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...
Collision preset setting is not reflected correctly in case of original class inheriting Primitive Component. Probably the cause is UPrimitiveComponent :: PostLoad (). Since FCollisionResponse :: U ...
With AllowSelectTranslucent off, translucent objects are expected to have no effect on the selection process, however the editor's click location continues to reflect their impact. ...
DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1. Worked in 4.20, no longer works in 4.21 or 4.22. Originally reported as Oculus Quest specific, but repr ...
The Section reference in ISequencerSection::GetSectionHeight can be in the process of garbage collection during an undo of a section addition- this causes things like GetTypedOuter<UMovieSceneTrack> ...
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample Note: After adding a 3rd sample, they switch back to the correct position. Regression: Sort of. In previous ...
When closing ShooterGame on an iOS device, the application crashes due to "exhausting the real time allowance of 5.00 seconds". This issue is NOT a regression for //UE4/Dev-Networking as it is also ...