Wheels become detached from vehicle if simulate physics is switched.

Physics - Oct 19, 2015

If Simulate Physics is turned off / on for a vehicle, the wheels will become detached from the vehicle and keep rolling if they were rolling at the time that Simulate Physics was turned off. ...

Nested UPROPERTY components show as direct children of the parent object

Tools - Oct 19, 2015

When an object has a component attached that has another component as a child, the nested component is shown as a direct child to the parent object. In the image: The listing in the hierarchy surro ...

Reimporting a static mesh will reset multiple properties in the Static Mesh Editor

Tools - Oct 15, 2015

When reimporting a static mesh settings that have been changed in the Static Mesh Editor will be reset to the defaults. ...

Expose 'WorldUp' direction for CableComponents

Gameplay - Oct 13, 2015

When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...

PhysX Crash when spawning Instanced Static Mesh actors at Runtime

Physics - Destruction - Oct 13, 2015

Bug generated from crash reporter. This crash has been found in 4.7.6 and still occurs in 4.8.3 and 4.9.2 to users. One user in particular still, and he experiences it often. I have not been able ...

CharacterMovementComponent::ApplyRepulsionForce uses the BodyIndex incorrectly as a bone index

Physics - Oct 5, 2015

The code to extract the FBodyInstance from the overlapping component is incorrectly interpreting the Overlap.BodyIndex as a BoneIndex. This results in incorrect bodies getting the force applied, as ...

Behavior tree execution stuck when aborting a latent task from abandoned subtree

Gameplay - AI - Oct 5, 2015

Aborting instance (subtree) needs to be stored and ticked. ...

Importing multiple SpeedTree assets that use the same texture will not assign correctly

Rendering - Sep 25, 2015

When importing multiple SpeedTree assets that use the same material will cause one to import blank (black) materials and assigned. This happens when importing into the same folder, however, if impor ...

Scaling issues in preview while Blending Blendspaces in same Sync Group with root motion

Anim - Animation - Sep 24, 2015

When blending two Blendspaces that are in the same Sync Group and are utilizing root motion, scaling issues occur in the AnimBP preview. This only occurs when "Process Root Motion" is enabled ...

Initial Modules are clamped to a 0 to 1 time range

Rendering - Sep 18, 2015

The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...