Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Trackpad Values return 0 Additionally: I also observed that the Go's trigger is registering as Trigger MotionController (R) Facebutton 1 and that previously there were MotionController (R) Thumb ...
When forward shading is enabled some assets will have a shadow flicker along their face geometry. It has a similar look of z-fighting with polygon faces. This issue does not happen in Deferred rende ...
When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...
When the "Enable Zero Iteration" and "Use ML Audio for Zero Iteration" settings are both checked, the audio doesn't play inside Unreal Editor. This happens in the following cases:Playing an audio fi ...
This is on tvOS 10.2. This is a regression from 4.15 ...
If you delete a map while it is marked to be cooked in a custom profile, then run the custom profile the map won't be deleted from the profile .ulps. I wasn't able to launch using the new custom pr ...
When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...