When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...
Variables declared with UPROPERTY( ) are shown in all components in Blueprint components tab. ...
The nodes in the blueprint editor require a lot of resources to render, causing framerate issues whenever they're being shown. The more that are shown, the worse the framerate issues. While a framer ...
The post processing effects do not update in the Persona Viewport in realtime. They will take effect if the post process setting is disabled and renabled. This is a regression. ...
When trying to zip the project the editor fails almost immediately. The output logs shows as follows: UATHelper: Zip Project Task (Windows): Running AutomationTool... UATHelper: Zip Project Task (W ...
Duplicate Default profiles for Preview Scene settings in Persona ...
If you check "actor hidden in game" in the details panel and then set that value to false durring runtime, any particle system component attached to that actor will remain hidden. ...
After importing an asset with baked matrix animations, using the alembic importer, the shadow disappears as the asset pans to the left and the right. ...
If the user creates a Standalone Window Editor plugin and restarts the editor then immediately plays the game as Standalone Game, the editor hits an assert. [Link Removed] Appears to only happen i ...
Changes made to a sublevel in a persistent level do not transfer to the primary sublevel .umap, however changes made to the .umap appear when it is loaded as a sublevel. Regression (yes) issue (do ...