A Kinematic controlled vehicle is not rendering correctly when it has a non-identity transform.

UE - Simulation - Physics - Mar 27, 2023

There are issues with the vehicles rendered position when it is being moved in a kinematic manner, i.e, forcibly moving a vehicle (not simulating it) using either FChaosEngineInterface::SetKinemati ...

Vehicle clutch not fully simulated in Chaos Vehicle Plugin

UE - Simulation - Physics - Mar 27, 2023

There is no manual clutch control exposed to users. For completeness this should be available via blueprint in the same way that the settering, throttle and brake are user controlled. ...

AutoCreateRefTerm pin type isn't preserved

UE - Gameplay - Blueprint Compiler - Mar 14, 2023

The use of AutoCreateRefTerm will dynamically change the return type of this function. However, it appears that we lose this type information after node expansion. If you view enable developer artif ...

AStaticMeshActor::CheckForErrors doesn't detect overlapping actors in some circumstances

UE - Simulation - Physics - Mar 14, 2023

Licensee reports that overlapping actors not detected when the static mesh pivot doesn't coincide with actual geometry, e.g. between a character's legs. Maybe should do a bounding box check instead ...

Runtime float curves not applied in inherited blueprints

UE - Framework - Blueprint Runtime - Mar 13, 2023

Postprocess volume priority bug

UE - Graphics Features - Mar 13, 2023

Right-clicking a DataAsset Based on a Blueprint Class can Crash the Editor

UE - Gameplay - Blueprint - Mar 7, 2023

The editor can crash when you attempt to open the context menu for a data asset based on a blueprint class. This happens only if the blueprint class the data asset is based on is not currently loade ...