This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...
During PIE instance initialization, there seems to be a window during which UWorld::GetNetMode will not return the expected value: before the instance's NetDriver has been created but after UGameIns ...
A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...
CreateD3D12Texture causes two OnLowLevelAllocs in LLM to be called with the same pointer and the same channel, leading to a warning. LLM WARNING: Replacing allocation in tracking map. Alloc/Free Mi ...
Toggling a Spline component from an open/closed loop through bp's isn't reflected ...
This is a common crash callstack that has affected more than 300 unique users since at least the 4.11 release. Other Jiras in the past with similar callstacks include [Link Removed] and [Link Remo ...
For actions that are triggered on the Input mapping context, simply adding or removing an InputMappingContext with no related key override with the bIgnoreAllPressedKeysUntilRelease option will caus ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
ChildActor Component spawns at the wrong location as long as the actor that the ChildActor is referencing has the StaticMesh set as the root and simulating physics. User Description: Basically I h ...
CL23957356 changes how to calculate FrameOffset in FNiagaraSystemUpdateDesiredAgeExecutionToken::Execute(). After this change, DesiredAge + FrameOffset could be 0.0 for some a couple of initial fram ...