Any static mesh with collision complexity set to project default currently has the project default value stored in the asset registry instead of the "CTF_Default". By storing the converted value th ...
When an actor set to movable and ticking with TG_PostUpdateWork is walked over, the character's capsule component position is incorrect during movement. ...
This happens almost 100% on a MBP/MaxOS, (2.3GHz Quad-Core Processor ,8GB 2133MHz LPDDR3 memory), also happens in a lower frequency on PC/Windows, (nvidia 1080, 64 memory) ...
When using a CameraPosition Node in a Material Shader, it does not behave correctly with Metal. Working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4613538 and 4.22 CL# 4666322 ...
Because of when GetEnumValueFromString (called by GetVoiceSampleRate) executes for certain modules at load time, the global enum master list is empty, which leads to the config value not being parsa ...
Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...
The reason is simple, the actor names is not the same as the metadata name: [Image Removed] ...
Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Edit ...
The bug can create a deadlock ...