User reports that the issue fixed for ODIN-6308 still occurs for InstancedStaticMeshes. ...
When a particle with actor collision passes through a trigger volume it won't collide with geometry for a moment. That is why in the test it will pass through the platform but then collide with the ...
A licensee has reported an issue where using LoadLevelInstance on a client causes the client to become disconnected from the server. This happens with both Hosted servers and Dedicated servers. Reg ...
A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...
Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...
User Description: In USceneComponent::PreNetReceive the old (in this case, non-null) AttachParent is being cached into NetOldAttachParent. In USceneComponent::PostRepNotifies, AttachParent and NetO ...
Find node returning -1 in packaged game even when the item exists in the array ...
I believe I had the "force all skinned meshes to recompute tangents (also forces Compute SkinCache)" turned on for a verification at one point, and left it on. I have experienced some ensures and ot ...
I noticed that the copy and pasted section of the level was being painted while I was painting a nearby section of the level. This weird yellow color appeared and I undid and redid the paint to make ...
When using a flight stick as a raw input device, GenericUSBController Button # blueprint events will sometimes not be registered when clicked. In local testing, this occurred roughly once for every ...