Scaling objects via a timeline scales past the intended value when attempting to scale to 0,0,0. Instead of ending at 0,0,0 the scale will be set to an extremely small negative value such as -.0019, ...
Using AddTorque to apply a rotation to a skeletal mesh does not always provide the expected results if a fixed time step is being used. When doing this to the Owen character in the Content Examples ...
The Set relative location in construction script does not work when the value is [0, 0, 0] when used it does not set the location back when the specified component is moved, it does work for any val ...
The Hypotenuse Blueprint node currently returns a value of "-nan(ind)" if both values passed into the node are "0.0". This result is correct based on the code that the Hypotenuse node uses, but is n ...
When attempting to reset the location of an actor blueprint instance that was not created off of an empty actor placed at 0,0,0, the location gets set back to the original location of the empty acto ...
Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
Merge an actor that contains Instanced Static Mesh components will reset to 0,0,0. The Instanced Static Mesh components must be set using the Add Instance node through the Construction Script for th ...
A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...
If this is just a display issue, it's still fairly significant because a tolerance of 0 and anything else are very different. I have not confirmed if it's only display or if the comparison is actual ...
Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...