Sliced procedural meshes do not trigger component hit events if they don't simulate physics. This seems to only occur with non-physics based hits (such a movement). When Simulation Generates Hit E ...
Get percentage for the progress bar in UMG does not reflect changes from a binding ...
Something that has been encrypted with the FAES::EncryptData() function does not return to the original input when decrypted with FAES::DecryptData(). ...
The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...
When using a source build of 4.12, the crash report client window does not open even if Crash Report Client is manually built alongside the editor. UPDATE: Only affecting Source builds from Github. ...
When using the Spawn Actor from Class node, the Spawn Transform Scale is being multiplied by the actor's original scale, instead of just setting the scale to the Spawn Transform's value. In 4.11.2, ...
NotifyQueue.AnimNotifies Does not register the notifies set in the editor. EX: NotifyQueue.AnimNotifies.Num() will always return 0 even when notifies are set ...
When using the Resolution Scale slider, the value shown does not match where the slider is positioned. ...
Animated FBX with no bones imports with jittery rotation ...
State Machines are re-initialized from entry after playing a Montage This is a Regression: Does not occur in 4.11 ...