Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...
When a capsule is attached to an actor Root Component followed by playing in editor through VS debug mode there is a breakpoint triggered in VS upon pressing PIE. Continuing through the break allow ...
Transparency is not being applied to web browser inside of 3d widget on android. Tested with Samsung Galaxy S5 4.19.2 CL 4033788 4.20p5 4173640 4.21 CL 4179794 ...
When adding a new subfolder in the Levels window all the sublevels in that parent folder move to the new sublevel. Currently you have to create all the sub folders then move the sublevels to keep th ...
The Enable Base Submix toggle is ignored in the MetaSounds graph. If the sound is added to a level, it behaves as expected. The Enable Submix Sends toggle works as expected. ...
From [Link Removed] "There is still a bug happening with editing transformations on pause. If you play, then pause, and then edit a transformation, you have to press play twice to resume play (whic ...
If you run with -rdgimmediate -onethread you can get the callstack that indicates that MRQ is still attempting to allocate the full sized texture and not the individual tile size. ...
There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...
When using Mesh Painting on nanite meshes in 5.5 with 'r.VT.SplitPhysicalPoolSize' set to non-zero values (e.g. 16, 64), several issues occur, such as: 1. Painting doesn't update in real time (only ...
When the scale of an actor is set to 0 in either X, Y or Z any overlap events will fail to trigger overlap events. ...