Starting with an asset (static mesh for instance) with a precise rotation value (such as a whole number) in the details panel will result in a imprecise, slightly fractional off value when rotated ...
Use Complex as Simple isn't working for dynamic objects. However, if not simulating physics, collision works correctly. Same as TTP# 229782 that wasn't moved to JIRA. ...
Setting Ignore Base Actor Rotation to false continues to ignore base actor rotation when standing on an object that is spinning. ...
Enabling Allow Client Side Navigation results in a NavMesh Needs To Be Rebuilt error message on the Client. The Client cannot use the nav mesh. This is a regression: this did not occur in 4.9.2 (th ...
In 5.4: zooming out far with the mouse wheel after setting the editor viewport to orthgraphic view triggers an ensure: ensure(InOrthoZoom >= MIN_ORTHOZOOM && InOrthoZoom <= MAX_ORTHOZOOM); Th ...
Consider a static mesh set to use complex-as-simple collision, and a convex collision component, starting to overlap each other. When only the Collision Component moves, its collision with the stat ...
Packaged games do not display PlayerName correctly using Steam OSS. Does not occur in Standalone. Test project attached. To test, package for Development > Win64. When run (with the Steam client op ...
The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...
CanJump Blueprint node will return true for 1 jump after "MaxJumps" and if this happens, will never return true again, even after Character has landed and CurrentJumps has reset. ...
Widget component does not update when setting widget class back to "None". When the widget class is returned to "None" the user can still see the previous widget in the viewport. The blueprint must ...