When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...
This issue takes a few attempts to repro. Sometimes when saving the icons will remain normal, but other times a red X will be displayed instead. Opening up the Level that is displaying the X and re= ...
When the CharacterMovementComponent makes the transition from falling to walking, it retains the forward velocity it had while falling. When the character lands on the moving object, its new velocit ...
When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable. It implies extremely high lag on each lost RPC and all following ones. User lose ...
Via UDN: As has been discussed previously here and in CL 20055361, debug information is sometimes missing when compiling with Clang. We've pinpointed this to debug information not being emitted fo ...
An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...
There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...
Unable to locally rotate individual foliage. This seems to have been a limitation of the foliage tool from it's creation. Licensee Description: I would like to ask if there is any way how to preve ...
When using the Engine's High Res Screenshot tool, there is a limit on the amount of foliage that can be present before the meshes stop appearing. This number is around 1500 meshes, though I was not ...
If a blueprint structure contains a map variable with Actor Class Reference as the key, populating the map with a custom blueprint (ActorSet) and adding a variable of the structure to any other blue ...