When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...
Cull Distance Volumes cause objects within them to disappear from the World Composition window if they are culled out at runtime. Regression (no) issue (does) occur in 4.12.5 ...
A licensee has reported that their vertex animations are leaving a lot of be desired with anti-aliasing. Specifically using vertex animated meshes can leave aliasing remnants behind while it's shift ...
Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
Randomly selecting a character class from the GameMode constructor using ConstructorHelpers::FClassFinder can result in default or null character being set when the level is reloaded. It appears tha ...
In the Content Browser in the Viewport to the right of the Content Browser outliner (*see image): If you are in Tile View you can drag an asset into a folder in the same viewport and successfully m ...
The Axis input values for SteamVR motion controllers will increase exponentially by 2 from the moment the editor starts and every time the user enters VR Mode or does a Launch On (eg. Entering VR Mo ...
A memory leak seems to occur when switching between levels multiple times. This is being monitored by memreport full ...
See steps to reproduce. Looks like the fixup when saying Yes to "Would you like to transfer the interface functions to be part of your blueprint" doesn't work correctly on the duplicated BP. Inter ...
Light Functions are stretching and flickering on large translucent surfaces. Translucents Surface:[Image Removed] Opaque Surface:[Image Removed] ...