When a particle with actor collision passes through a trigger volume it won't collide with geometry for a moment. That is why in the test it will pass through the platform but then collide with the ...
A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...
Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...
The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...
I was able to reproduce the loss of cached lighting data on latest, however I did not hit the code that emits the warning message as noted in the thread. ...
It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...
High quality particle lights won't behave as expected under these conditions.A particle system component has its relative location offset in blueprintThe particle system is using local spaceThe ligh ...
Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...
When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...
When a custom data asset class have a FRuntimeCurveLinearColor defined variable, the curve name in the editor shows as "None" and cannot be edited. Regression: No - same behavior exists in 4.14.3 B ...