The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...
Summary: Cached 3DGas Niagara system appears blocky in packaged game. Brought up by a licensee via UDN: https://udn.unrealengine.com/s/question/0D5QP00000a17A40AI/niagara-fluids-simcache-artefacts- ...
Using indirect lighting from bounce cards that are set to Actor Hidden in Game no longer generate indirect lighting for the scene. This is a regression of 4.11.2 where this worked but is no longer ...
When repeatedly loading and unloading sublevels with a NavBoundsVolume, it will cause a crash when using a NavModifierVolume. When the NavMesh is unloaded, it seems that the number of the DirtyLayer ...
An occasional crash occurs when adding a sphere reflection capture to the scene from the place mode panel. This issue has a low repro, but has been seen a couple times. Repro rate seems to be around ...
The listen server will see jitter in clients character movement and animations. This is hard to notice without the "slomo" command but is extremely obvious using "slomo". Clients will see server and ...
[Link Removed] From UDN: If you are using the new compatible skeletons feature and you have a Montage with an attribute curve on it, the curve is not correctly mapped to the target skeleton. So ...
This is a regression Tested in: //UE4/Release-4.27 CL18319896 Binary //UE5/Release-5.0-EarlyAccess CL16682836 Binary Under the same conditions in UE4 the On Hit events fire accurately and as expect ...
For 4.27/5.0 (as part of [Link Removed] Closed ) we changed the asset manager's settings to be a key-indexed config array wh ...
When creating a device profile that sets specific cvars for the ipad pro. They don't seem to be loaded or used in a launched game or in a packaged game. While testing in 4.10 if I changed the IOS d ...