See the UDN question (duplicated below). I think we need to better manage the lifetime of the event we use for synchronization here. We are experiencing an issue where when FPlatformMisc::Request ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
When adding late joining clients, the engine checks the originally requested EPlaySessionWorldType, rather than checking whether or not the session is currently simulating or not. This means if the ...
Blueprint breakpoints on EventEndPlay do not break execution of the PIE session before the session is destroyed. ...
As with shader compilation, some third-party plugins need to accumulate information about all UObjects cooked in a cook session, and write their data to a database at the end of the cook; the databa ...
When launching a package for iOS from Mac, when pointing to the clouds and moving the camera, the clouds will glitch and show rectangular ghosting. ...
During a Multi-User Editing session with two or more team members two or more users can take control of the same actor and move it to different locations in the viewport at the same time. However, ...
ChaosCacheManager (CCM) is not reproducing Collision events the second time (and onwards) we record a Geometry Collection (GC) breaking session. Particles set to track Collision Events correctly fol ...