When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...
If the user has an interface variable that is exposed on spawn in their widget they will not be able to set this variable via the exposed pin for the create widget node. ...
The editor becomes unresponsive as the log becomes filled with Perforce logging ...
If the user uses the on paint function in combination with the draw text node then the text appears to only at the position 0,0 regardless of what position is specified. ...
Tappy Chicken when downloaded as a 4.10 project and opened in a Github version of the engine, the TappyAutomated Map has "externally referenced" assets which cause the engine to be unable to packag ...
If the user deleted the canvas panel and then uses the following hierarchy:[]Scale Box v []Canvas panel v []Scale Box v [] Other widget The "other widget" will clip incorrectly ...
A user reported that FBodyInstance::GetBodyBounds() fails if RigidActorSync is a PxRigidStatic. They stated that it returns uninitialized data because PxRigidStatic does not subclass PxRigidBody. ...
When you push a mobile targeted project to the Nexus 6, the rendering is all sorts of wrong. When you hover over to where the items are, the screen goes black. There is also a large black or cyan sp ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Setting ComponentTick as a Hide Category in an Actor Component Blueprint corrupts the BP and causes a crash when opened after an editor restart. [Link Removed] Reproduced in 4.9.2 binary, 4.10.0 b ...