When using multiple collision boxes with the mesh scaled in a negative axis while the collision boxes are rotated that the rotation is not taken into account when using the negative scale. ...
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 ...
[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...
ComponentSweepMulti does not return the correct location of colliders if the component that is passed in has been rotated at all. The actual collision on the object in the game will be correct. ...
Editor crashes with 2 or more Clients when spawning a Blueprint created from a Static Mesh using the Blueprint/Add Script button. Blueprints created from Static Meshes using other methods do not cau ...
Adding a cable component to a custom code class will result in a build failure in Visual Studio unless the Cable Component's source code is modified to include CABLECOMPONENT_API. ANSWERHUB:https:/ ...
Landscape Materials which use the new Grass Output and have Tessellation turned to PNTriangles will crash the engine Also reproduced in Main Promotable-CL-2550487 & Releases/4.8/Promoted-CL-255045 ...
If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...
The Get Overlap Infos is not very descriptive and some data is not being exposed. It's not clear what this node should be returning, and there isn't much that can be done with the return currently. ...
Material Nodes, particularly Constant Vector 3s and Texture Samples, become difficult to read when users overlay them like stacked cards. [Image Removed] Also reproduced in Main Promotable-CL-2548 ...