If I select certain objects over by the robot and saint statues, it creates a very weird, blurry floor. That floor causes motion controller lag and motion blur from the rays. ...
If the user uses the save on compile feature and attempts to compile a blueprint, this will cause the editor to crash ...
User Description: "SCurveEditor, class which is used for float ramps, seems to trigger OnCurveChanged events for the underlying curve; however SColorGradientEditor (constructed by SCurveEditor) seem ...
When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...
The flowing lava in the level is a much lower quality than expected the poor quality does not appear to be caused by slow texture streaming, but instead by an over-exagerated or low quality motion b ...
Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server. Note: this does not occur if the Actor Component is already added ...
Get Ping in ms returns 9999 in a packaged game when tested on systems not on the same network. This does not prevent Client connection to the Server. Note: my understanding is this would be caused ...
When using server travel the transition map does not appear to show up when traveling between levels ...
Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...