When the character class is set to always relevant, if a client travels very far away from another character, such that the character is relevant but the component they're standing on is not (but al ...
Renaming a Blackboard Key removes it's references in the Behavior Tree ...
Parent component visibility in a child blueprint isn't reflected in a launched/packaged project. ...
Using BuildGraph to create a local binary build of the engine fails if the BuildConfiguration.xml file has bUseUnityBuild and bUsePCHFiles both set to false. The build fails due to some missing Json ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
Foreword: Even if the behavior described here is by design, it is rarely (if ever) expected or desired. This was discussed and agreed to be treated as a bug. Explanation below. When interpolated sp ...
UDN Issue: [Link Removed] ...
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...
Collision of child actor doesn't rotate if the parent is simulating physics. This was an old bug that an AnswerHub user reported back in 4.9 but now a licensee is reporting this same behavior in 4.1 ...
If a user makes an enumerator in C++ and sets one of the variables to Hidden and doesn't make it the last variable of the enum, it will cause issues with the numbering of the enum when using the Sel ...