Physics isn't disabled on Destructible when Simulate Physics is set to Disabled. The Destructible seems to only be set to sleep and will wake if the player or any other physics object touches the de ...
Capsule Collision component has incorrect physics collision when rotated. This only seems to happen when the Capsule Collision is a child of another component that is simulating physics. If the pare ...
When using a point light far from the world origin the light will have banding. The shadow bias and filter sharpen can help but they are not as consistent as settings near the world origin. The only ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
Error message: Assertion failed: Mesh.VertexFactory->IsInitialized() [Link Removed] [Line: 45] Source Context: 32 // Keep a reference to the hit proxy from the FPrimitiveSceneInfo, to ensu ...
Noticing a couple assets remaining when force deleting a folder in a first person template. Regression: Yes works in 4.13 ...
The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...
The laser for the motion controllers is currently not being hidden when a Menu/UI panel is docked to the controller. This is a Regression from 4.14 and prior, as shown by the attached screenshots. ...
Crash occurs when the user select an AI-controlled pawn while simulating in viewport. This seems to only occur if the pawn is moving or getting directions from the controller (example, if you selec ...
When deleting a generated proxy mesh from the HLOD Outliner using the Delete Button while the generated proxy mesh is opened in the static mesh editor will cause the editor to crash. Workaround: U ...