Static shape components need to have Dynamic Obstacle set to actually use Area Class

Gameplay - AI - Nov 17, 2020

Many licensees like to use ShapeComponents as blocking volumes instead of proper volumes, as they can be more easily placed and sized in the editor. The docs and code make it sound like it is possib ...

Typo: Top Down Sample Template has two folders for lighting. One is spelt "lightting"

Docs - Samples - Apr 23, 2020

Typo of lighting exists in the Top Down Template map.  ...

Sorting a Blueprint variable into a subcategory separates variables into separate category structures

Gameplay - Blueprint - Oct 14, 2019

Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...

UCharacterMovementComponent OldVelocity is pre-additive while Velocity is post-additive

Gameplay - Player Movement - Oct 10, 2019

In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...

Encryption handshake will fail if a seamless travel occurs during key lookup

Networking - Oct 4, 2019

The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...

Divide by zero in beam update can cause editor to crash in Cascade

Rendering - Cascade - Sep 23, 2019

The licensee has traced the issue back to a divide by zero in  UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...

Collisions aren't disabled by UPhysicsConstraintComponent in non-blocking streaming levels

Physics - Sep 5, 2019

When using a constraint to disable collision between the constrained bodies, collisions are not ignored if the constraint is part of a streamed in sub level that does not block on load. This also oc ...

Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options

Tools - Aug 14, 2019

Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options The surface normal rotation handling comes from UActorFactory, and in all the cases where items ...

AddToPlayerScreen not filling of player screen by widget.

Tools - UMG - Jun 21, 2019

At screen resolutions other than 16: 9, widgets added with AddToPlayerScreen can not be completely filled. The final size calculated by GameLayerManager seems to be incomplete. ...

Draw Post Process Material to Render Target cannot use SceneTexture

Rendering - Jun 20, 2019

Draw Post Process Material to Render Target cannot use SceneTexture. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 7053642, 4.23 CL# 7062535 ...