The Get Physics Linear Velocity node seems to only output a vector of 0.0, 0.0, 0.0 no matter what the velocity of the object it's measuring is. Tested in //UE4/Release-4.27 @ CL 17735300 and th ...
A welded hierarchy blocks updates to collision settings on all but the root primitive. Calling SetCollisionResponseToChannel on the children won't work. The licensee noticed that IPhysicsProxyBase* ...
If an Actor blueprint contains a particle system component (PSC), the Level bounds behave differently based on if the particle template is / is not Null. If the template is Null, Level Bounds stret ...
The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...
Even if we support double precision numbers at core, it's impossible to enter a small number in the numeric fields. It makes sense for floats and avoids bloating the UI, but I remember a discussio ...
This is an infrequent Mac crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred. The callstack is similar to both [Link Removed] and [Link Removed] Call ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
When altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...
If the user has set show mouse set to true and clicks the screen the Get mouse x and Get mouse Y will no longer return anything other than 0.0 Additional notes: This does not appear to be a regress ...