In the TM-WorldOriginRebasing map, when spawning into the level with two players, the players will sometimes spawn at the same location when there are two Player Starts (one of which is in a subleve ...
Using Attach To Component and Detach From Component with the Keep World option for the Location/Rotation/Scale rules does not replicate properly to clients. This does work when using AttachToActor a ...
Ansel wont work if the same project is still open while running the packaged version. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6599617 ...
Spot lights don't work at all with Cast Shadows disabled on the Magic Leap. Cast Shadows must but enabled even though they don't work. This can also be demonstrated in the Vulcan render preview in ...
When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26. Digging into FSlateApplication::ProcessKeyDownEve ...
The variable emitting this ensure (RelativeWorldToDecalMatrix) is not actually used, so this line can be removed. FDeferredDecalPS::SetParameters ... const FLargeWorldRenderPosition AbsoluteOri ...
When using PIE to simulate multiple clients the virtual joysticks only work on the last client spawned. When using the other clients the joysticks to not move the player. Note: In the Third person ...
When running multiplayer PIE in the Third Person Example project, if player one is shadowed, the second player also becomes shadowed. This almost seems expected as it is being run as a single proce ...
UAbilitySystemComponent::OnRep_ReplicatedAnimMontage doesn't handle some edge cases when stopping the montage when blending is involved. Namely, it's possible on a client (due to latency, etc.) that ...
When running multiple clients in PIE, It looks like first created viewport client handles every input event. I tried to narrow down the causes and found that it's because SlateApplication knows jus ...