Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
When the user launches a packaged game for the Android S3 Mobile Devices, any BSP's that were in the level are not visible. Collision still exists, but they are not visible when playing. ...
Temporal samples cause more than one frame to be rendered with a custom range of 1 frame ...
After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...
In this user's project, playing in Launched or Packaged games causes the Get Socket Location to return an unusual report when used during a flipbook animation. Instead of a normal vector, the Print ...
In void ATestActor::OnConstruction(const FTransform& Transform) there is an infinite loop occuring in a ping pong call between the SetActorLabel and the DestroyChildActor calls. Happens in vanil ...
The MultiGate Node is able to have more than 32 output pins. Found in 4.22.3 CL#7053642 Reproduced in 4.21.2 CL#475421, 4.23 Preview 2 CL#7321677, 4.24Main CL#7473682 ...
The referenced documentation does not state anywhere about collision being affected by animation sharing nor is the user expecting it to be affected. Even when the Collision Preset is overridden to ...
Using a For Loop inside of a Blueprint Function or Function Library will always return index 0 when used in the Construction Script. This was reported and tested in 4.19.2 (CL-4033788). This was r ...
Foliage painted onto a landscape will disappear when Sections per Component is changed from 1x1 to 2x2. Affects 4.17.2 CL 3658906, 4.18.2 CL 3794801, 4.19 Main Possible Workaround is to set the Re ...