Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
When using a capsule component for the character with CCD enabled there can be a force that pulls or pushes simulated meshes that are never touched by the capsule. Demonstration video attached. As ...
Removing Pose from a Blend by Enum node can cause compile errors when a float is defining all of the blend times. ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
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 ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
This will only repro when connected to source control ...
When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...