When working with Nav Modifiers in a level that contains objects that have a custom Nav Area class, the prioritization of the modifiers is not consistent. If you notice in the attached project, so ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
A C++ project with the name, "GearVR", will not build. This does not occur with content-only projects named GearVR. In 4.7.6 and 4.8.2, it fails during Compiling and an error message appears: Runni ...
This is only occurring on Mac and only in OSX 10.12. This is also a regression from 4.13 Right clicking in the dock, Show all windows, and selecting the game window does NOT fix the issue. Runnin ...
HUD can cause a crash when used with Mobile. "When running from visual studio exception happens here: https://github.com/EpicGames/UnrealEngine/blob/4.22/Engine/Source/Runtime/Renderer/Private/Mobi ...
When generating a random number using FMath::RandHelper() in the constructor of an actor, attempting to print that same number on BeginPlay returns a different value than the constructor. However, ...
Attempting to add collision to an EQSTestingPawn class is not possible, as the inherited capsule component seems to override any new collision. Simulating with the inherited capsule will cause the P ...
Using Set Actor Scale 3D in the Construction Script is not functioning as expected. If you set the scale to 1,1,1, you are still able to freely scale an instance of the object in the scene. However, ...
When using an input axis for a task such as moving a character, losing focus on the standalone window while holding the key does not stop the axis from firing, which means the character will continu ...
After creating a blueprint with a box trigger and a cube component, attempting to use an AttachTo (Box) node and then attaching the cube to the In Parent socket compiles without issue. However, if y ...