I noticed that if you cook with -allmaps instead of specifying each map like -map=map1+map2..., that it seems to cook all assets in your game's content folder, whether or not it's used in any maps o ...
BoxCollision component must be simulating physics in order for collision and hit events to work. Note: This testbed doesn't contain print outs of the hit events due to an existing bug with adding e ...
When you have a sphere that is rolling it will never come to a complete stop even at low speeds. It will slow it's speed but never stop. This conversation was discussed with James G and Ori C back ...
The Show Collision option in the Viewport does not show all collision during Simulate. ...
Collapsed categories in the My Blueprint tab are automatically expanded when any main tab, such as the Event Graph or Construction Script tab, is clicked. Moving to the Defaults or Components Modes ...
When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default sett ...
When changing the Texture in a Material Instance made from a Material with Parameters found in a Material Function, Visual Studio throws a breakpoint. I was able to continue past the breakpoint (3 ...
Using the Get Walkable Slope Override node in a Blueprint results in an unclear error message when trying to compile the Blueprint. ERROR MESSAGE: The direction of Return Value doesn't match the ...
When changing a property on a large number of textures via the Property Matrix, memory usage can spike to over 26G. Tested in Main (Promotable-CL-2423505) Probably related to [Link Removed] ...
Adding a component to a subclass after the component was declared in the parent class results in the component not being editable if a Blueprint had already been created using the subclass. This onl ...