When using UMG to load levels on a mobile device, The first level is being loaded but nothing after the first is able to trigger any additional levels to load. ...
Giving the Blueprint Interface Function and the Widget Blueprint Variable the same name, then adding the Blueprint Interface to the Widget Blueprint, causes the editor to immediately crash when comp ...
Using the new GameplayEffect's component based configuration, selected tags (FGameplayTagRequirements) don't inherit from parent GameplayEffect blueprints to child BPs. ...
A licensee is reporting an audible pop when transitioning between levels with a sound spawned and playing at volume multiplier of 0.0. The original report was a discrepancy between the old audio en ...
Increasing the spawn rate of a CPU particle sim will cause a memory leak in the vertex buffer. ...
If Auto Scroll is enabled, it seems to be re-evaluating the same frame. Especially noticeable when the [View Range End Time] is small value (Working Auto Scroll). ...
If the game focus was set to game only (such as the start of a default project) and then the user sets Show Mouse to true then the hover events will not fire until the user clicks. ...
As mentioned in closed bug [Link Removed], memory isn't being freed when the server changes maps. ...
The option to bind to a delegate does not appear when the desired property is in an array. ...
After the gizmo is detached, if you click on it to use it, such as translating the object with the translation widget, then the gizmo snaps back to the object in the Viewport. Based off of [Link Re ...