Unexpected behavior occurs from moving multiple widget components with render transform applied to them. The individual components seem to change relative position or rotation when being clicked and ...
If the UPROPERTY() specifier "VisibleDefaultsOnly" or "EditDefaultsOnly" is used on a component reference that is attached to the root component selecting the actor with this component in the world ...
Light functions do not work as intended with volumetric fog when using clamped mask textures which are not compatible with the light function atlas. In light functions materials, when using any UV ...
DESCRIPTION: When a destruction mesh has been setup to move to a location or use a lerp if it is destroyed the components will fall, come to a rest, and then the entire destruction destruction mesh ...
The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...
When running a game in the editor and using the Command Console 'ModifySoundClass', the console returns saying the command is unrecognized. It is my understanding, that even if you do not create ne ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
Crash rendering image sequence if the Sub-Level containing the matinee is not loaded. This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switch ...
Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...
Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...