When moving Sockets around in Orthographic View with Snap to Grid enabled, Sockets snap to the Position Grid Snap value when moved along the Grid. In Perspective View this is not the case and moving ...
In the test case, the NavLink component has a navigation cost of 1000000000. When the AI navigates to the NavLink the printed cost is only 2677. It is believed that the AreaClass isn't being taken i ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
When using an Actor Sequence Component in an actor blueprint, the sequence will not play in Standalone. In the test, a cube was used and was increasing its scale using the sequence. When playing in ...
Calling SetOneWayInteraction on a BodyInstance has no effect within the physics engine. The state of the flag is passed in to Chaos but nothing actually uses the value once it is there. It is expe ...
at first, a "OpenGL Not Supported" message box appears and then the Editor instantly crashes after the "OK" button has been pressed. I tried again, but this time, passing in the "-opengl" flag. it ...
When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees. I found that disabling Transform Vertex to A ...
When the 'Show Friendly Variable Names' option is set to false in Editor preferences, attempting to create (once you press 'Enter' to accept the new Blueprint name) or open a Blueprint causes the ed ...
SphereReflectionCaptures are not properly destroyed when deleted, and still take up space in the AllocatedReflectionCaptureState array. After reaching 341 SphereReflectionCaptures, the only way to c ...
A user has reported that Net Dormancy is currently giving inconsistent and unexpected results. Their original report was that Net Dormancy was preventing replicated actors from disappearing when the ...