Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...
Any active events fire at frame 0 when the sequence loops ...
Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...
When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...
The Set World Location at Spline Point node does not correctly update the location of the indicated spline. ...
Landscape holes have collision if the mip level of the landscape is changed from 0 to 1. ...
When using the default value in a "get text size" node, the height and width return 0.0. Note: potentially returning null value as no hard value is presented to font. James: Should use same fall ...
In Shootergame, adding a widget to the Viewport causes the editor to crash after PIE then re-opening the blueprint calling the widget. Additional Notes: This was repro'd in both main and Github. L ...