There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
When using the Owner No See option with Widgets, if the widget is set to display on the screen rather than the world, then the option does not affect the widget as intended. Other forms of changing ...
Reported in SF [Link Removed] In some scenes with Lumen enabled, interior scene lighting without direct lighting can appear drastically darker in Cloud Presentations than they do in the editor view ...
When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...
Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
This is a regression in 5.8 caused by 47265321. It's because we now perform the montage update and dispatch the queued notifies via CharacterMovementComponent::TickCharacterPose. But that all hap ...
In 4.8.3, open asset would allow you to type the beginning on an actor name, then press the down key and select it. In 4.9 p4, it takes an extra down key press to get to the list; Upon first down a ...
See the video [Link Removed] ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...