Collisions only transform properly on the Y axis when set at an angle. Scaling on the X & Z axis causes the collision to not cover initially set areas on the parent object. As stated by the licensee ...
Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled. If the character blueprint is scale to extreme sizes (3.0) the effect i ...
In the Call Stack tab, input events are not listed by their friendly names. Instead they have long names such as InpActEvt_One_K2Node_InputKeyEvent_2. This is different from Actor Events that simp ...
Currently, properties marked DuplicateTransient will be reset to default when their actor is moved to a different level. This happens because we use the clipboard to virtually cut the actor out of o ...
Packaging an Android DLC currently fails with an error message that states that plugin DLC1.0 could not be found. It was reported that this was possible in 4.17, but the repro for this does not see ...
We currently do not copy over the Config folder when we are packaging a plugin for inclusion with a packaged game. This is likely because we haven't supported plugin config files in the past, but th ...
This is an infrequent Mac crash in the 4.18 release. The callstack is similar to [Link Removed] and originally thought to be part of the same issue, but that Jira has been fixed and many other simi ...
This is a common Mac crash that has occurred since at least 4.17.1 User DescriptionsJust trying to launch my project on any output I can. No luck.launching AR project on IOS device. Ugg. Last adjus ...
This is a common and longstanding crash that has occurred since at least 4.14. Users have not provided any useful descriptions of their actions when the crash occurred. Source Context 740 ...
After creating a few different Blueprints in the editor and adding a breakpoint to a Function, a crash ensues when using Step In to debug the Blueprint. ...