Player Collision Viewmode does not accurately display static mesh actors with visibility set to false. The Player Collision viewmode does recognize visible actors, but invisible actors are ignored. ...
Character is not rendered for frame between Death animation and conversion to ragdoll physics In the linked movie, if you pause at the 34 second mark and play frame by frame, you will see the chara ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...
Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...
When importing licensee's provided asset the Physics Asset generated will completely break the Perspective View in PhAT. The other orthographic views will work as intended though. The licensee has ...
Switching the skeletal mesh of an actor during PIE crashes the editor. Frequency: 5/5 Crashreporter: N/A ...
When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamic ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...