The main landscape actor's outer level's WorldSettings gets nullified by GC on PIE end, which leads to this problem. For some reason, this only seems to occur with the attached custom game mode : it ...
The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...
When modifying the name of a gameplay attribute that is used with a modifier on a gameplay effect, attempting to remove/change the modifier causes an editor crash. This appears to be due to line 29 ...
Hello, Our animation team reported an issue with the AutoKey feature of the LevelSequencer, sometimes they will notice that after a while, the undo buffer no longer works. Unfortunately the issue ...
The result of changing the Visibility of a widget placed as a child of RetainerBox is not reflected. Here we have disabled hittest for the Button widget, but hittest is incorrectly accepted. This is ...
When using OIT, AlphaComposite Materials blend as if they are using the Translucent BlendMode. The order of macro #if … #elif cases cause AlphaComposite Materials to take the same route as Transluce ...
When a groom is allowed to simulate, only the strand representation computes correct world normals for the new hair strand positions. This is especially noticeable when the groom is inverted as grav ...
The following code fixes the tilt : void UTargetingSelectionTask_AOE::DebugDrawBoundingVolume(const FTargetingRequestHandle& TargetingHandle, const FColor& Color, const FOverlapDatum* OverlapDatum) ...
A Simulating Physics component with StartAwake = false will be awoken by a Welded component If a welding occurs during the call to OnCreatePhysicsState, this breaks the start awake disabled flag. Th ...
OnComponentWake Event does not trigger when the physical body is awoken by a Force. The steps described on Steps To Reproduce is enough to replicate this behavior. The OnComponentWake event is only ...