Licensees report that the definition of the USES_PER_INSTANCE_RANDOM macro only considers it in the context of the base material. As a result Per Instance Random used only in material layers does n ...
The issue is that on iOS devices textures are displaying significantly darker than expected. I did a color calibration with my monitor to get a more accurate representation of the texture. I set th ...
Listen Server Character Movement appears to have no Interpolation causing the character's movement to appear choppy ...
Motion controller inputs get routed to non-vr player when 'Skip Assigning Gamepad to Player 1' is enabled. ...
This crash is caused by an exception that is thrown due to the functions inside of a blueprint based off a user-defined class that is suppose to mimic Timelines. ...
Strange behavior concerning Character Movement Network Replication and a Water Physics Volume. Upon entering water volume, Character Movement mode is set to swimming, however if more than one clien ...
This bug comes from https://udn.unrealengine.com/questions/585499/view.html which describes a problem where a licensee is trying to use the AssetManager to scan a primary asset type that is generate ...
This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...
Context State Tree Tasks have a configurable default value 'Should State Change on Reselect' which controls whether the task receives a EnterState/ExitState if completion of the current state is fo ...
With Virtual Assets setup in a project, when an asset is deleted and the changelist then submitted via revision control, the virtualization system will attempt to read the deleted asset. The submit ...