We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
Velocities are not being cleared when physics simulation set to false. ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
Several users have reported crashes where the Heightfeild loaded from the DDC and physical material list do not match. Suggest adding the number of physical materials to part of the cooked heightma ...
If an actor blueprint contains a Transform variable, setting that blueprint as the child actor component (CAC) of another blueprint / blueprint instance then updating the transform variable in the o ...
When using SetChildActorClass to change a Child Actor Class, the change will replicate on the Server but not the Client. The Client will have the original Actor Class after the change happens. This ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...
Occurs in: Releases 4.7.6 CL:2510309 Main 4.8 CL:2513846 When Character BP actor is rotated, Translation is changed for "Mesh" component on Client. Server appears as expected. This isn't typicall ...
This Jira is for the continuation of the "D3D HUNG" crashes which originally spiked in the UE 4.14 release. Some fixes were implemented in 4.16.2 and 4.17.0 which made some improvement to the freque ...
Crash when destroying a pawn on the client. Reproduced in 4.8.1 and Main (//depot/UE4/Promotable-CL-2610743). This is a regression: the crash does not occur in 4.7.6 Crash Report: [Link Removed] ...