Other components aren't ignored if 'Ignore Owning Actor' is enabled for a Radial Force component User Description: From 4.7 release notes; "New: Added 'Ignore Owning Actor' option to Radial Force ...
Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...
With InstancedStaticMeshComponent, after calling AddInstance, an instance that’s far away gets culled because of additional logic that was added in 5.7 to This works correctly in 5.6 and the instanc ...
Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...
Add Actor Local Offset does not work for Client Characters. The client attempts to move but is forced back to start, resulting in a jitter and not the intended movement. The same movement setup in a ...
Auto-weld is Enabled even if the blueprint component is set to Simulate. This only effects blueprint, static mesh actors in the world still disable Auto-weld if set to Simulate. This is a Regressio ...
The depth is rendered incorrectly when using a custom projection matrix in SceneCaptureComponent2D. You can find an example project at [Link Removed]. You can find where the CustomProjectionMatrix ...
RepNotify variables passed by reference to a function or macro that then change the value of the variable do not trigger the OnRep function on the Server. This is inconsistent with the behavior with ...
With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...
If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...