In ChaosVehicleMovementComponent::CalcThrottleBrakeInput, autobrake is set when a vehicle is stopped - this means that when the car is virtually stationary, the BrakeOut inout parameter is always 1. ...
When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...
As soon as the widget was visible on the node/display at least once all nodes/displays receive the button press and correctly increase the counter. Therefore it seems like the widgets are only initi ...
When using Capsule Indirect Shadows for Skeletal meshes who have their ILCQ set to Volume, and loading a SubLevel with it's actors not within the current camera's view, the indirect lighting is blac ...
When creating a new Widget Blueprint in a new project and adding a Text Block, the Text Block blurs when its Render Transform Translation Y-Axis is changed from default to ex [0.0x, 0.0y]. Regressi ...
See attached video. Happens always in editor, will also happen in standalone game but only if viewport rect has not the full window size. The issue was not present in 4.22. Update 1/22/20: A ...
the cable actor does not dynamically deform when the cable actor's parent mesh moves. Instead, the cable actor becomes rigid between the meshes it's bound between. This bug does not occur in the fo ...
This is because THeightField::PhiWithNormal has not been implemented yet. ...
See the SpinningObjectStability test map in the Physics Sandbox. [Link Removed] It's not clear if this is a bug or a side effect of some of our solver shortcuts (e.g., omission of the precession te ...
When a large quantity (about 50 in this case) are imported simultaneously, and the Import Uniform Scale is changed to any other number besides 1, random meshes differ in size. This happens regardles ...