Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
When you enable the physics substepping, if you run the console command p.Chaos.Solver.DebugDrawSpatialAccelerationStructure 1, you can see how does not follow the physical object. The user that rep ...
Compiler error after changing the class in a Spawn Actor from Class node, undoing with Ctrl + Z, refreshing the node, and reconnecting exposed variables. "Error Internal compiler error inside Creat ...
Setting a parent and child static mesh scale to negative effects the rotation on child movement This is a regression. Worked in 4.11.2. User Description: We have a simple project example (see att ...
Regression testing done on //UE4/Release-4.27.2 CL-18427296 and this issue did occur. [Link Removed] [Link Removed] Below is snips of customers description and proposed workaround:Importing alembi ...
The texture streamer does not appear to take into consideration the size on screen of any BSP brushes, only static meshes. When a large brush, and a very small static mesh, both using the same textu ...
The behavior in question involves a warning that FNetGuidCache gives when an Actor's construction graph adds a static mesh component, and a multiplayer session with 2 players is simulated in PIE.(Pl ...
We have found an issue where children of editor-only actors get wrong transforms in PIE and cooked builds when placed inside level instances. This affects both engine version 5.5 and 5.6. The issue ...
UE allows actors to be attached to other actors. More precisely, it allows the root component of an actor (child) to be attached to any component of another actor (parent). From now on, "parent" and ...