When using multiple simple collisions on a static mesh it appears that sweep only uses the last collision added when calculating when/if to stop. ...
When setting the Long Stiff value to 0 for wheels it appears to destroy the actor as soon as the wheel come in contact with the ground ...
When using "World Position" and "Pixel Normal" nodes together. it causes artifacts in the material. In 4.19 CL# 4033788 this did not occur with the same material setup. Found in 4.20 CL# 4369336, 4 ...
\Engine\Build\IOS\AppleWorldwideDeveloperRelationsCA.pem is out of date. This causes a warning to appear when submitting app. Workaround: Install latest WWDR ( https://answers.unrealengine.co ...
In UE 4.21, The current functionality that exists for DECLARE_EVENT Broadcast() does not function as the docs describe: [Delegate Events|https://docs.unrealengine.com/en-us/Programming/UnrealArchit ...
In 4.21.1 it is no longer possible to perform a Hot Reload when the game is open in the Editor and using the DebugGame Editor configuration. REGRESSION: Yes. A Hot Reload was possible in 4.20.3 whe ...
After setting up a Virtual Bone on the skeleton and having it drive a Skeletal Control Node in an Animation Blueprint. Reimporting the skeletal mesh will cause the setup in the Anim BP to revert bac ...
Any environment with volumetric fog enabled will have a light leak which appears through objects. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4666322 ...
When creating an actor, adding a child actor component to it, and setting that child to a Audio Volume the Editor will crash if you try to change any of the Audio Volume settings. ...
"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling r.M ...