When turnning a moving character into ragdoll, it freeze a bit with TickPhysicsAsync on. If we log the character's pelvis position, it seems jump backward in the first few ticks. Also, it only happ ...
A crash occurs when LevelInstance with LevelBehavior set to "Standalone" is loaded in a standalone game. Specifically, when LevelInstance is deleted by moving outside the loading range of the worldp ...
When using external actors, adding/removing/replacing/editing an actor instance inside a level does not cause any modification to the Level package, which helps reduce contention for the map file on ...
It appears that the Landmass plugin has a content dependency on the BlueprintMaterialTextureNodes plugin. If the BlueprintMaterialTextureNodes is not loaded, then the blueprint "/Landmass/Landscape ...
Certain interactions between a Rect Light with a Light Function and a Post-Process volume lead to a check() when compiling a Ray Tracing PSO for tracing lights. This check() only happens when shader ...
Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...
When a Sandbox Visitor checks a directory and it doesn't exist, it returns true on Windows and false on other platforms. The code that uses the result of this check, IterateDirectory, doesn't conti ...
NaniteBuilder uses an int8 type for ExternalEdges and counts adjacency with a int32. The bug stems for the cast to int8 when adding the adjacency count into the ExternalEdges array. The precision l ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...