NevMesh cuts out holes for collision incorrectly with Skeletal Meshes. Skeletal Meshes with "Can Ever Affect Navigation" set to true and that have a Physics Asset are capable of causing this. ...
This only happens when 1) Hair Width is very small. e.g. 0.01 in the example 2) Light has raytraced shadow and Samples Per Pixel has a value > 1. e.g. 8 in the example The problem seems to be rel ...
UDIN virtual textures appear to have row 0 (U coordinate [0 - 1) swapped to the other side of the texture vertically. ...
Local Variable loses value after reference moves file locations. This does not just affect construction scripts, following these steps with a function instead produced the same result. This issue do ...
Reported in SF [Link Removed] When exporting material IDs in 2025.2, downloaded materials appear to be missing from the exported CSV. In 2025.2, it appears that only local materials are included i ...
The comment for LeapHandGrabbing( ) states grab strength is 0.5 when HandClosed( ) only returns true when grab strength is equal to 1.f. ...
If placing an actor with SmartObjectZoneAnnotationComponent added to blueprint actor in a level, it will crash when the level open. As a workaround, adding SmartObjectZoneAnnotationComponent to the ...
A number of issues with MoveToActor have been observed in 4.7.2, including: 1. Not updating path on goal actor's move 2. hitting obstacles after path updating ...
When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process ht ...
Launching an iOS App that is set to Metal 2.0 on a device with iOS version 11.2.2 causes the app to crash and return to the home screen. This was tested on an iPad Pro as I do not have access to any ...