Creating a static mesh from a procedural mesh does not preserve simple collision or collision settings. ...
Environment Queries Ignore tests for Custom Collision Object Overlaps. Note: The expected behavior seems to have worked in 4.21, After following the steps to reproduce, I can verify a successful de ...
Not 100% clear if this is a bug or expected behaviour, but raising it as it needs looking it. Can't see it as fixed elsewhere. Confirmed broken in 4.24 too. ...
Sequencer rounds when converting time ranges to frame number ranges, which can cause one frame gaps. If an event falls on that gap, it will not be triggered. ...
Duplicating a possessable object binding in Sequencer causes a new sub track added to the existing possessable with a missing binding. It's unclear what the behavior should be here, as duplicating a ...
A replicated actor placed in a map with a negative scale value becomes inverted when scrubbing a replay. ...
The new 'UncookedOnly' module type that was added in 4.24 is not visible to Blueprint nativization, and thus it does not know to exclude these module types from the generated Build.cs file when they ...
A licensee has brought up some inaccuracies in the reading of curve data from FBX files: #1, Remove calls to SetKeyInterpMode, SetKeyTangentMode, SetKeyTangentWeightMode, and change them to NewKey. ...
When "Extend default luminance range in auto exposure settings" is enabled, the Color View Mode in the vertex painting editor mode ceases to work and without any warning to the user. ...
The bIsActive flag on ParticleComponent is stored in a sequencer asset. If it's true, PartilceSystemComponent::ActivateSystem is skipped at FParticleTrackExecutionToken::Execute. In workaround, Set ...