When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...
If you set the Touch interface to none while there is currently inputs being registered, the inputs will continue forever. I also found that if you set the Touch interface to an actual asset the pla ...
Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...
Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...
Editor crashes if a custom event function is called after a custom event has been bound to an event dispatcher. However, this only occurs if the event binding occurs from an event delegate by ref ou ...
The FMath::TruncToInt() function takes a float parameter, but some calls to this function pass in a double value. For most use cases, this will probably work fine. However, if the integer values are ...
If the user uses a Blueprint Interface in children Blueprints and then goes to the parent Blueprint and tries to implement the same Blueprint Interface in the parent Blueprint, the editor will crash ...
A licensee is reporting UObject spikes (with a noticeable GC impact) in UWidgetBlueprintGeneratedClass::InitializeWidgetStatic. This may be caused by our duplication of UMG animations when initializ ...
When motion blur is active and the view port is in motion there will be a dark artifact visible at the bottom of the screen. Normally this isn't very noticeable however the effect worsens with speed ...
iOS Game Center multiplayer create session does not function or crashes app. ...