If "Use Relative Fixed Bounding Box" is disabled, level bounds will be incorrectly calculated. This seems to be similar to [Link Removed]. Found in 4.19 CL# 4033788, 4.20 CL# 4212847, 4.21 CL# 4233 ...
When doing overlap tests in PrimitiveComponent, UWorld->ComponentOverlapMulti is used. The callstack for that ends up looking like this (callstack is inverted, highest level on top): UWorld::Compo ...
When an actor with geometry collection is destroyed, the engine doesn't remove elements from array in the ChaosSolver So illegal references occurs. Removing element with following quick fix code ...
User comments in crash group:I tried making an AI run into my sidescroller characterstarting level with ai 2188 void RemoveAllSwap(const PREDICATE_CLASS& Predicate, bool bAllowShrinking = tru ...
AGameModeBase::GetGameSessionClass wasn't properly returning the set GameSessionClass. ...
This is related to the optimization applied in CL#13181876. Binding simulation mesh to display mesh can't find the nearest triangle when a triangle is located near the AABB boundary. ...
When using any of the Set Linear Limit nodes (X/Y/Z) and converting a project from a previous version of the engine, the nodes get their Constraint Type value reset to Free. I tested this with proje ...
Saving and reloading a Blueprint instance with a compilation error, a.k.a., "Bad Blueprint" will lead to a transform reset when the Blueprint is successfully recompiled. ...