Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...
If you use a 5 character string (hello) to call the Mid function and provide 0 for start, -1 for count, it'll give you the entire string. This should either return an assert or treat all negatives a ...
When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...
Using bFasterWithoutUnity and MinFilesUsingPrecompiledHeaderOverride, on ShooterGame.Build.Cs results in Engine crash. ...
We encountered a crash when using Anim BP Pose Watches to inspect poses on actors in a PIE instance. Specifically it seems ending the PIE session while the Anim BP is still watching the actor in the ...
Both the material and the Niagara compute shader use the same function to interpret the YCoCg color data, but the Niagara compute shader returns an incorrect color. Also found on CL: 32347737 in Re ...
A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCG ...
Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...
Calling "Play Animation", if current animation has a looping timed particle it will continue playing ...