Turning off a destructible mesh's collision will still affect navigation around the destructible mesh Note: This issue is related to [Link Removed]. The workaround for that issue does not apply he ...
Drag coefficient on vehicle blueprints affects forward and reverse differently. If in reverse, it seems to be additive or multiplicative to the vehicle's movement as opposed to providing any resista ...
Currently, the ShowStats viewport option is automatically enabled when entering PIE and automatically disabled when exiting PIE. This forced disabling happens even if the option was enabled prior to ...
Upon PIE, the Can Ever Affect Navigation option is being reset on the capsule component of an empty character. Dragging the empty character into the level, setting the option to true, and then playi ...
Since Gamepad input works without needing focus (which was added in 4.9 with [Link Removed]), a Gamepad's input will also affect all instances running on the same computer. Regression?: No This occ ...
Retarget source doesn't affect DDC key, so it causes incorrect result. Changing the anim sequence DDC key generation to include it fixes this issue. ...
Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
In the Preview Scene Settings, adjusting the Lighting Rig Rotation setting manually doesn't affect the lighting. It only affects the sky. ...
After slicing a procedural mesh, the cap on the sliced end does not seem to be affected by lighting. This can result in the end looking dark. ...