When attempting to spawn a pawn (with collision set to overlap) inside a blocking volume (with collision set to block), the pawn will actually spawn at the closest available point outside of the blo ...
When switching localization for testing, text does not change language in PIE. ...
When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
Found in the process of replicating the linked Answerhub. When an opaque material is setup as a master material with the intent to have an Opaque and Translucent version, the material instance will ...
Custom Events with parameters in an Actor Blutility pass in garbage instead of reading the default value set. Tested in 4.21.2 (CL - 4753647), 4.22 (CL - 5660361), 4.23 (CL - 5755712) ...
If the player removes the third person character from the third person template's scene and then moves the GameMode blueprint, then the player will no longer auto spawn with the default third person ...
If the user adds around 400 components to an actor the editor will freeze up and quick responding. ...
Sent in the unattended mode4.9- In this crash I was trying to do a LOD only build. Originally it was a full build but after four crashes that way I clicked just LOD to see if it would work on its? own ...
Adjusting the RecatNavMesh in a map can cause the AI to not move when simulating or playing in viewport. Setting it back to the default value does not fix the issue. I can only reproduce this with ...
Client Characters that slide past the Server Character while on top of a Movable Actor can become de-synchronized from their Server counterpart. Does not occur on top of Static Actors. Hard to expl ...