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). ...
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 ...
Files and directories with special characters %, @, * and # are not escaped when sent to the P4 Client API. For example, an '@' character is common in root workspace folders when using concurrent bu ...
Right now only native subobjects are displayed in the details panel with meta = (ShowInnerProperties) is set. Child Actor Components are an example of this, where if the child actor you have added h ...
Child BPs created from Parent BPs that include nodes attached to the Event BeginPlay, Event ActorBeginOverlap, or Event Tick nodes include a Parent call in the Event Graph by default. This is incons ...
The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...
Crash repros in 4.19.2 and Main CL 4088075. Triggering the crash can be inconsistent- you may have to assign the material instance to a mesh, force shaders to recompile, save, and continue toggling ...
In earlier versions of the Engine (reported from 4.2), in a Blueprint Function Library, from the New Function Node you could right click on "new parameter" to promote to variable. Also you could dra ...
When entering a comment on a Blueprint node, pressing Enter or clicking off of that node both appear to apply the changes made to the comment. However, clicking off of the node does not mark the Blu ...