The Cloth simulation time step smoothing is interfering with the substepping fix for multi Temporal Samples by changing the very variable DeltaTime and causing some large errors in the cloth simulat ...
We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, we need to return an empty buffer if the procedural sound wave doesn't ...
Duplicating an actor with a Hierarchical Instanced Static Mesh component that has an instance will duplicate the instance as well, but this instance is not rendered. Please note, this was discovere ...
If an interface contains a virtual function that returns "nullptr", If an interface contains a UFUNCTION that has a TSubclassOf type as a parameter or return value, implementing the interface in a b ...
(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...
There is extra random bouncing that can last a couple of seconds that does NOT occur in 4.15.2. Sometimes the cube would look like it settled, then randomly pop and bounce again. This happened on b ...
The project in question: [Link Removed] The user is experiencing an issue where they've fixed compile errors on their NPC blueprint, and now are unable to open it without experiencing a crash. Righ ...
Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...
This is similar to [Link Removed], only in this case, the "Array Get" node is implemented as a UK2Node_GetArrayItem and not a UK2Node_CallArrayFunction. The fix for [Link Removed] currently applies ...