Morph Targets in Skeletal Mesh LODs do not behave correctly This is a REGRESSION, does not occur in 4.11 ...
Currently, Niagara Components are only expected to have their TickComponent() method called when their system is marked as "Solo", which makes them be simulated individually. In the most common scen ...
ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...
Tracks don't reset to default actor state when "Active" is disabled Tags: inactive Sequencer ...
Instanced meshes called in player character do not correctly register overlaps with other actors. ...
FDateTime is not correctly formatted by As Date Time when using any dates before January 1st, 1970. From a conversation on Slack with MaxP: this is probably an underflow the ICU based string format ...
Multi Line Trace by Channel includes Actors with Overlap collision in the Out Hits array (but does not indicate a True Return Value). The two returns match with Ignore and Block collision settings. ...
Each time the editor opens a project, the INIalt text file changes, adding 10 pixels to the width and height of floating sub windows, thus negating the usefulness of the "Save Layout" feature. *Obs ...
The unpossessd controller will not be removed from UWorld::ControllerList unless destroyed. This causes null access to the ControllerList when GC occurs during seamless travel execution. The unposse ...
When GlobalInvalidation is enabled, do not update to the position set by SetPositionInViewport. It works fine when GlobalInvalidation is disabled. ...