Begin and End Overlap events continuously trigger while a character moves within a collision component of a Blueprint Actor that Simulates Physics if the collision component has Auto Weld enabled. ...
If the user updates to a new Source Animation for a pose asset, while a pose was active in the viewport (weight set to 1.0), the pose will be set to 0.0 in the pose list even though it's still activ ...
In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so t ...
Color and Opacity animation option does not play for Button component, this occurs both in the Widget editor and during play. This issue is not a regression Versions Tested: 4.16.3 - CL: 3561208 - ...
One of the Child Blueprints in this user's project will not save its Replicates setting. The Blueprint (apa_room01) is a child of MasterRoom, which has Replicates enabled. When apa_room01 is first o ...
A licensee was trying to extend the FSkelMeshSection, FSkelMeshRenderSection and USkeletalMesh serialisers with their licensee version number and found that the FSkeletalMeshRenderData::Cache functi ...
If you create a UMG with an image in the Umg that is not a power of 2, The image will not appear on an iOS device. Tested this on a Android device (Nexus 5 with ETC1 and ATC. PVRTC will not allow t ...
When nanite is enabled on a static mesh, lighting contributions from Sky Atmosphere material nodes are not incident on the static mesh and no longer present in the overall lighting of the scene. Th ...
Crashes in UGameplayStatics::GetPlayerController, probably because World is NULL. When you package this vehicle game setup or play in standalone, the game will crash. 4.6.1 release crash (Standalo ...
When you delete clothing data on a skeletal mesh before removing it you cannot apply new clothing data. The engine still thinks that there is clothing data is applied. I tested using the Paragon: Tw ...