Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift. It must be rebuilding (physics objects, etc) while the origin shift is taking place; then the nav mesh will rebuild at different heights ...
An occasional crash occurs when adding a sphere reflection capture to the scene from the place mode panel. This issue has a low repro, but has been seen a couple times. Repro rate seems to be around ...
Set Actor Enable Collision doesn't turn off collision for Child Actor Components. User expects it to do so because other nodes like Set Hidden in Game work on the entire actor and the API explains i ...
Single Planes do not generate collision on import or with the Convex Decomposition window. Workaround: box Collision can be added via the Collision > Add Box Simplified Collision. I checked as fa ...
Using the GetSubPaths command in Standalone does not return any paths. From the answerhub user's research, it seems that CachedPathTree in AssetRegistry.cpp is not being initialized like it is in ei ...
Adding various collision types to a single mesh will cause it to hard crash the editor. No Crash Reporter window will open. Note that this happens with the user's mesh, but I was not able to repro ...
With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...
Crash occurs when the user attempts to open an anim blueprint containing the Ragdoll node, when Immediate Physics is disabled. ...
The merge actor tool no longer saves additional UVs used for the merged mesh. This was not the case in 4.13, but in 4.14 and later this information is no longer present. Also worth noting is that i ...
The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...