If move those UBX collision closer to the visual mesh, it kind could fix the problem, but still wondering if it's a bug or limitation; what's the reason behind it and how artist could avoid those pr ...
When adding a widget at runtime the widget it appears to clip in correctly. If the widget is more than half way off the screen, the entire widget disappears. ...
Disabling collision on a Landscape doesn't work when using the Collision Preset 'NoCollision'. The Landscape still generates collision on Static and Skeletal meshes. ...
Attempting to launch URLs on Android causes http:// to be placed before the string that is given. This causes issues when using commands such as mailto: and tel: which do not work properly when this ...
The Socket Snapping level editor action no longer works in 4.19/4.20, it worked in 4.18 but regressed. It still attaches but it's set to maintain it's world position, so it doesn't actually snap. T ...
Using SceneCapture in packaged VR projects causes poor performance. Also observed with SceneCaptureCube Does not occur in 4.18 ...
Licensee is using the Sense Hearing of the AIPerceptionSystem. When using the GamePlay Debugger they notice that one call of MakeNoise out of every two seems ignored by the AIPerception. ...
Changing the name of a widget so remove spaces from the name appears to have no effect. If the only changes to a widget's name in the designer tab are to remove/add spaces, the changes will not take ...
bRenderInMainPass of skeletalMesh doesn't work on mobile. Even if bRenderInMainPass is set to false, SkeletalMesh will be drawn on MainPass on mobile. Licensee has shared the following correction c ...
When using Keep State together with an Animation Blueprint on a Character, the Anim BP will override the Keep State and transition over to the idle animation as the animation in the slot no longer r ...