If a level instance uses different runtime settings then it can override the main WP's runtime settings with UWorldPartitionRuntimeSpatialHash::ApplyCVars Runtime settings:GRuntimeSpatialHashUseA ...
The docs mention: "When a streaming Level is set to Always Loaded, it is loaded together with the persistent Level. It also becomes visible at the same time as the persistent Level. It ignores strea ...
When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
It has no this issue if only open previous cloth assets in 4.14The issue happens only if reimporting or updating the .apx or .apb and assign to the material slotReimporting both FBX skeletalmesh file ...
User reports lag regardless of the Garbage Collection settings, EXCEPT: If the user changes settings to 3 then lag becomes more frequent (approximately every 3 seconds verses every 5 seconds.) *Wa ...
Crash when pressing Ctrl-Z after creating a blueprint function *This is a regression: Working in 4.14.3-3249277 Not working in 4.15.0-3299760* Crash Reporter: Error message: Access violation ...
An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...
Adding variables to a structure that is an input parameter of an interface function causes a compile error in any blueprint that implements the interface until the interface is recompiled. Compile ...
Need to generally address how to clamp player name. InitNewPlayer seems to be the only place where player name length is enforced, and it's enforced in a poor way. Needs to be enforced uniformly acr ...