There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...
After doubling the number of physics objects in the level the client loses input/ignores input ...
I believe this is similar problem to this UDN reported bug. https://udn.unrealengine.com/questions/438893/view.html It can be avoided by removing the comments in LevelSeuqnceActorSpawner.cpp UEng ...
A licensee reported a bug in rounding of a call to FJsonValue::TryGetNumber(int64&) with large values. In investigating this, it appears that equivalent problems also exist in FMath:: rounding func ...
In UPoseAsset::GetAnimationPose after the curves are blended the all out pose's rotations are normalized for each track instead of just the specific bone for that track (See linked UDN for more deta ...
When making changes to the properties of widgets in the details panel, the text fields to not remain highlighted. This functionality appears present in other areas of the engine. Such as when dealin ...
Changing collision response in runtime prevents physics actor from sleeping after interaction with channel-relevant object ...
Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...
The reflected Sky material looks blurry and low res when set to unlit, however setting the material to Default Lit has the correct reflection. Even though the reflection is correct the lighting brea ...
AccumulateCurveMetaData makes calls to MarkPackageDirty even when the data hasn't changed. ...