Setting up New Relative Rotation with some Static Mesh Actors in the Level Blueprint will have strange results if -90 is used in the Y Relative Rotation. Changing off of -90 will result in normal be ...
FPhysicsInterface_PhysX::Sweep_Geom incorrectly calculates the shapes' world transforms, while an alternate approach in FPhysicsInterface_PhysX::LineTrace_Geom works correctly. ...
When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...
With AllowSelectTranslucent off, translucent objects are expected to have no effect on the selection process, however the editor's click location continues to reflect their impact. ...
When world origin shifting occurs, or any movement of the constraint component itself, the underlying physx constraint is not properly updated, leading to incorrect results. ...
Instanced static mesh is not transforming when running in standalone or a packaged project. The collision of the mesh will scale but not its visual. ...
A licensee has reported that Custom Structs can cause a crash when using StompMalloc under certain situations. Regression?: No This occurs in 4.20 ...
This project has enabled the Override Instance Data of Level Sequencer. Licensee wants this Transform Origin to work if it change the Blend Type to Relative. [Image Removed] ...