Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...
Checking Override Attenuation in Details < Audio Component < Attenuation disables settings that further adjust the Attenuation. Such as: Attenuation Air Absorption, Attenuation Listener Focus, Atte ...
Having an actor in the level with a child actor component, replacing it with another copy of itself, and deleting the copy results in a Child Actor remaining in the world outliner, which cannot be d ...
User is experiencing his PC running out of memory when he does large move/copy operations in the content browser. There are a few issues with this process. The first is that attempting to drag any ...
class default value after c++ class compile will temporary initialized. It will be restored when opening the project again. ...
(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...
When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...
When Scaling in and out in the UMG blueprints with an image applied to an image widget that is set to border as it's "Draw as" selection the image does not scale correctly. EDIT: The UI should prev ...
When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...
paint layers do not take effect on all tiled layers that have a material incorporated if a user attempts to paint on them from the persistent level. ...