When using the "Does Container Match Tag Query" node doesn't return true when a gameplay container member has the searched for gameplay tag in a blueprint that has been nativized. Packaging in Excl ...
Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...
Tested in //UE4/Release-4.27 CL 18319896 using Level Streaming the camera was ignored by the ISM_Cube. Collision settings of an Instanced Static Mesh setup in the Construction Script are not preser ...
I have observed this behavior in 4.18.3, 4.19.2, and Main (CL 4048405) Per User: I made a landscape, painted some foliage and saved the scene. After I saved the same scene under different name the ...
There seems to be a bug with the Possess\Unpossess events. Because if you change the last node in "PossessCharacter", which is created in PlayerController(called "PC"), to Unpossess the AI still con ...
A black line will appear If a Rect Light is overlapping a mesh while a Directional Light has light shaft bloom enabled. This line will originate from where the edge of the source is overlapping the ...
According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...
Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...
This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...
When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...