User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...
Changes to the frame rate for the Render Movie Settings window do not appear to save in between uses (as is seen with the other settings). ...
Upon creating a new C++ Project called "MyProject" with starter content enabled, if you delete the project folder from the finder, then re-create a new C++ Project under the same name "MyProject" wi ...
On Linux machines users are unable to uncap their framerate in the editor. This issue has been observed in multiple maps, including TM-URO and TM-AnimPhys, as well as Third Person Blueprint projects ...
RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...
When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...
If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...
The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...