Looks like this only happens for shots. I think this is because the tick prerequisites get set up on the frame of evaluation, and the skeletal mesh component doesn't get ticked until the next frame. ...
As of 4.20, ENABLE_NAN_DIAGNOSTIC is now enabled in all Debug configurations. However, this does not work well with the TransformNonVectorized that is used on platforms like android. If this combina ...
The licensee reported "Nearest" filtering on Vulkan doesn't work on some kinds of Android devices.[Link Removed] I was able to repro this issue on Pixel3 but wasn't able to repro it on Xperia X Per ...
Navigating various dropdown menus in the Editor causes the FPS to drop down to around 25 or 10 in the Viewport on an empty project. This does not reproduce on Windows with -vulkan This issues was ...
After a bit of investigation, the way to fix this would be to modify MergeMaskIntoAlpha to pass in the actual resolution scale and the requested size, and only mask the overlapping pixels. Currently ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
BP Static Mesh Components are not retaining the vertex color applied to them in a level when you play in Standalone or Package a Project. You will get the correct results however when you PIE. Thi ...
Enabling Allow Client Side Navigation results in a NavMesh Needs To Be Rebuilt error message on the Client. The Client cannot use the nav mesh. This is a regression: this did not occur in 4.9.2 (th ...
Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...
Attempting to add multiple instances of a Scene Component that was created in code and contains a component such as a Box Collider causes the Box Colliders of each Scene Component to be parented to ...