Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...
When multiple duration GameplayEffects apply a GameplayCue with the same tag, the network authority game instance (standalone & servers) will remove all GameplayCues with that tag from the AbilitySy ...
When creating a new Blueprint Class based on an Actor parent, If you navigate to the Actor's event graph, and right click on the editor blank space; type "Assign on Destroyed" and select "Assign ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house AMD information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Contai ...
User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...
The bug seems to only reproduce when setting animations in sequencer and only if the animations are set to "Keep state". Setting them to "restore default" makes the reversed animation play correctly ...
This is a trending Mac/Metal crash coming out of 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.30-21.59.52:157][767]LogSlate: T ...