We likely have several places in the editor that convert text taken from an editable text into an FName without ensuring that the string will fit into an FName. This can lead to editor crashes. One ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...
NavLinkProxy does not react to changes to LinkDirection in the editor. it also seems that link direciton setup doesn't get applied even when link's update is forces by moving NavLinkProxy actor. ...
The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...
Short duration sounds (< 1.0 seconds) trigger a check on max distances by sound nodes in a sound cue. Sound cues which use SoundNodeParamCrossFade are reporting 1.0 as the max distance and thus resu ...
When using a Destructible with World Support set simulate physics can be enabled so long as the DM has not been hit yet. Once it's been hit it no long is able to be set to simulate. ...
User reported an issue with BB key filtering while using BTTask_RunEQSQuery. The filtering was inconsistent, sometimes filtering out keys of not matching type, sometimes not. User also reported sele ...
See screenshot for an example with 5000 sprites being rendered. It's eating up 30 ms just for that. ...