Foliage Instance Static Meshes do not affect the Navmesh. I tried changing the Custom Navigable Geometry to 'Yes' & 'Even if Not Collidable' but got the same results. Repro Rate: 4/4 Tested this i ...
The channel output for 5.1 Waveplayer on MetaSounds is different when Platform Default (Vorbis) codec is chosen on Windows Platform Default - L, C, R, LS, RS, LFEBink, PCM, ADPCM - L, R, C, LFE, LS ...
Turning off a destructible mesh's collision will still affect navigation around the destructible mesh Note: This issue is related to [Link Removed]. The workaround for that issue does not apply he ...
Drag coefficient on vehicle blueprints affects forward and reverse differently. If in reverse, it seems to be additive or multiplicative to the vehicle's movement as opposed to providing any resista ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
EV -0.5 [Image Removed] EV 0.0 [Image Removed] ...
Destroying a welded actor is causing an Array index out of bounds crash on 5.6. The licensee has provided a repro project that reliably causes a crash whenever the spawned actor is destroyed. There ...
When manually setting the FoV of a camera actor to a value above 170 or below 5, the camera actor itself disappears and the user's mouse takes direct control of the camera actor movement and rotatio ...
Setting the Steering Curve of a vehicle movement component has no affect on the turning of the vehicle during play. ...
Overriding CreateSceneProxy function from PrimitiveSceneProxy for a custom class no longer renders in 5.4 even though the same code is working in 5.3. ...