When using infinite or duration-based effects, required and ignored tags will have no effect on attribute modifiers. This appears to be caused by OnAttributeAggregatorDirty (GameplayEffect.cpp:2917) ...
Looks like the resize that does the safe zone update is done before the orientation is updated. I suggested swapping the order to licensee in the UDN ticket and it worked for him. This should be t ...
Dithering appears aggressive and has a screen door-like effect when using the new Landscape Lightmap in combination with Foliage LOD changes. Owen Stupka attempted to reproduce the issue on his iPa ...
After project was upgraded to 4.12 opening a blueprint that contains Hierarchical Instanced Static Mesh component will result in a crash. From the log I this is the important part: Assertion faile ...
Foliage instances are behaving strangely when playing splitscreen multiplayer in a single instance window. The instances will cull in and out of visibility depending on the size of the current playa ...
Attempting to add an entry to an array of instanced objects is not correctly displaying that entry in a child class based on that actor. It is expected that the inherited component in the child acto ...
When changing the value of Mass In Kg for a child of a Skeletal Mesh Actor, the value is getting multiplied with every select, deselect, and enter press on the value. The number the value is multipl ...
When a variable of a struct is added to a blueprint, the reset to defaults arrow does not appear when the variable values and struct defaults differ. Note: A child of (or placed instance of) the bl ...
From https://udn.unrealengine.com/questions/431271/tpropertyvalueiterator-skips-tmap-values-when-keyt.html The property value iterator has logic where it tries to iterate over all properties in a s ...
When adding a struct to a keyframe, Object Reference variables are not saved and Soft Reference variables are saved sometimes. Opening a keyframe's properties when the selected struct has an object ...