Seems when an expression output is swizzled (Typically via component mask) we lose the ability to track if the value is constant. This causes the IsPropertyUsed check to fail, potentially falsely ac ...
Skeletal meshes do not simulate physics when playing in viewport. They are not affected by gravity, nor do they ragdoll. This doesn't occur in UE4/Main. This occurs with Immediate Mode Physics of ...
The following error appears multiple times when compiling the editor on Mac:Undefined symbols for architecture x86_64: "NvClothDestroyFactory(nv::cloth::Factory*)", referenced from: FC ...
Crash occurs launching the editor on Mac. ...
Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...
A crash is occurring if you collapse a node and name the collapsed graph something that contains a period. The crash occurs if you copy and paste the collapse graph, and then attempt to rename it. I ...
The car is flipping over the last hill on the TM-VehSpeedTests map ...
The Box Extent property does not seem to be updating when changed on an instance of an actor in the level. The size of the box will change, but when the value is printed, it is still printing the in ...
In the RigidBody anim node, if the user enables collision while Component Space Simulation is enabled, there will be warnings in the output log saying:Warning Trying to use world collision with comp ...
Merge an actor that contains Instanced Static Mesh components will reset to 0,0,0. The Instanced Static Mesh components must be set using the Add Instance node through the Construction Script for th ...