A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
Pixels seem to stop updating in the path tracer when a camera stops moving in sequence. Old color values from objects that have moved seem to still affect pixels they should not. ...
FPhysicsInterface_PhysX::LineTrace_Geom does not properly respond to welded child bodies. ...
ApplicationReceivedScreenOrientationChangedNotificationDelegate supports iOS but not Android. Probably, Java_com_epicgames_ue4_GameActivity_nativeOnConfigurationChanged should be useful for fix thi ...
SteamVR will crash with dx12 enabled. You may need to attempt to teleport or open the console for the crash to occur. Also confirmed in MAIN 4.24 CL 7713732 ...
Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options The surface normal rotation handling comes from UActorFactory, and in all the cases where items ...
The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...
We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...
When FLODUtilities::RegenerateLOD retrieves the ClothBindings, it does not account for disabled cloth sections getting stripped and can connect the Cloth Data to the wrong sections. See FillCloth ...