If an actor that is set up to use an anim blueprint is used in the sequencer, then a property on the skeletal mesh is changed in the sequencer details panel. The actor will not evaluate any animatio ...
A licensee has reported that Mover's method of adding rotators together may produce different results than quaternion multiplication - for example in Flying mode when roll is involved. We will inve ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...
Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
In Split-Screen, with "r.Lumen.Reflections.DownsampleFactor" set to 2, it is possible to have vertical colored artifacts on View 1 (the second view). The Licensee reported the artifact occurred on ...
In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
This seems to occur regardless of which filter is used and whether bNetLoadOnClient is true or not. ...