When modifying the properties of a Skylight actor as a component within Blueprints, the changes are not reflected in the Blueprint viewport. If you drag the blueprint into an empty scene and modify ...
An event at frame 0 of a sequence does not seem to get called when using "SetPlaybackPosition 0" to reset the playback position to the start. This seems to be a regression. 4.17.2, the frame 0 even ...
Duplicating a blueprint that has a node hooked up to BeginPlay causes the BeginPlay in the duplicate blueprint to target the original blueprint. This does not appear to affect functionality. Occur ...
On the 6S, the SunTemple scene is almost unresponsive. As the player uses the thumbsticks, the lightmaps from the windows rotate to mach the player's movement; but they are the only thing. This doe ...
Masked Materials have become more expensive in 4.13 and internal builds than in 4.12. Images attached for demonstration along with test map using the bush prop from starter content. Tested with ...
There are multiple issues with the code at present 1) The animation preview world listener is not updated. This can be solved with the following override on AnimationEditorViewportClient (Following ...
If the engine is installed without the Debug Symbols, packaging for Shipping will fail due to the missing files. While I believe this is expected for Development, it shouldn't occur with shipping. ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
Attempting to play in editor, standalone, or VR Preview when a behavior tree that is running is open will cause a significant performance decrease. The framerate drops from ~120 to ~80 fps while the ...
In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...