'Can Jump' functions differently in 4.13 User Description: "Can Jump" doesn't update in an appropriate manner in 4.13. In 4.12 it would return true while grounded, false while in the air, and the ...
When you create a new variable you get a useful default value specification option for the given type. However, for a function input the values are just a string which requires knowing the arcane s ...
FGameplayAbilitySpecHandle is a struct that can be replicated by-design to identify a granted GameplayAbility in server-client communication. This works fine with default struct replication using FR ...
Niagara components don't null check their tick functions, and can cause a crash as a result. Compare to UParticleSystemComponent::TickComponent which does. It's fairly common in the engine to pass n ...
When using the new Rebuild Lighting commandlet will cause a crash with any level that builds when it has a landscape in the scene. https://github.com/EpicGames/UnrealEngine/commit/f89256dd0efb7d0b ...
When the user switches between profiles in Preview Scene Settings, the lighting rig rotation changes randomly, and doesn't stick with the rotation that was set in the profile. ...
Stationary Lights are generating shadows with flickering black square and vanish shadows altogether on movable objects in the Preview of 4.7p6 and in the newest Release Branch of 4.7 (2439472). The ...
A licensee has reported that the TestEqual(TCHAR*, TCHAR*) function tests for pointer equality instead of comparing two values, which does not accomplish what the function is meant to do. Regressio ...
Also Reproduced in Main Promotable-CL-2535351 In the Add Particle System Component node, there is a Component Template Context input which does not seem to function and establish a template for the ...
Particle lights cause flickering when using either FXAA or no AA, but turns into black squares on the screen when you enable Gaussian Blur Regression: Yes, does not occur in 4.10 ...