Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable. It implies extremely high lag on each lost RPC and all following ones. User lose ...
When you create a latent function in C++ with the FLatentActionInfo first it will incorrectly set up the linkage for the latent info such that it gets linked to the incoming execution pin of the fun ...
Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes. I have attached a screenshot which exh ...
APlayerController::ClientStartOnlineSession() checks PlayerState at the start of a game after loading a level. Due to time needed to load in, client player state may may return NULL ...
Made From CrashReporter To remain Glitter compliant logs can not be linked from Crash Reporter. Should you need logs you will have to get them from Crash Report. ...
A packaged project will crash if a TMap that uses an enum as the key is accessed. This was also tested by launching the same project onto an Android device, which showed the same results. ...
This occurs in //UE4/Main @ CL 4670176 Not a Regression. This is similar to https://jira.it.epicgames.net/browse/UE-59149 but when adding more player characters it seems to change the planar reflec ...
Trying a Launch after every step shows that the problem occurs as soon as the GroomAssetSystem is added to Niagara. If the GroomAssetSystem is removed, the game launches fine (but the hair doesn't m ...