When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...
Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...
MediaSound component attenuation radius preview disappears from viewport when changed. You need to deselect and re-select the actor when you want to see a preview of your attenuation fall off. You d ...
The CanLaunchURL() function seems like it would check the provided URL to make sure it is valid. The comment for the function in GenericPlatformProcess.h appears to imply that this is what the funct ...
When playing the audio form multiple audio component at the same time, the audio appears to become desynced over time. ...
The tool tip for 'Is Hidden Ed' states "Returns true if the actor is hidden in the editor viewports" but it only actually flags true if "Hide Selected at Startup" is selected for the actor. Therefor ...
Deleting a project from the Epic Games Launcher will also delete any files that are located in external folders that the project includes via symbolic link. In this case the only thing that should b ...
Meshes that animate via vertex deformations using worldposition offset display incorrect surface normals while animating. The reflections of the environment smear as the mesh moves making it look tr ...
There is an issue occurring where Foliage does not appear in capture target when using "Always Persist Rendering State" when the foliage count is over 1.5k. The issue does not occur when the foliage ...
[Link Removed] Collision on mirrored skeletal mesh does not match mesh. (has same position, but different orientation) Also occurs on latest (3827667) Also tested and occurring with Skeletal Mesh ...