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 ...
When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...
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. ...
When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
Using a post process volume with lens flare and a bloom enabled do not appear functional in split-screen multiplayer. Other selections in the PPV work as intended (ie. Fringe, Ambient occlusion). ...
When attempting to use a media player asset in code, packaging will fail with the error message shown below. Could not find a native player for [...]4.13/Content/Movies/Tutorial.wmv This occurs ev ...
When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...
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 ...