There seems to be an issue with the LOD Picker not updating after The LOD does not update to the default LOD0 or Auto LOD after Number of LODs changes, creating an invalid range for the currently se ...
Discovered this while doing RC candidate testing for 4.13 Works fine in all other use cases: Nougat devices that support Vulkan Marshmallow devices that support Vulkan Marshmallow devices that don' ...
All entries in the Project Settings window are suppose to be saved in the DefaultEngine.ini file. This does not occur for settings related to Support Agents such as Can Walk, Can Crouch, etc. Note: ...
Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...
We're aiming to set up LT - action 1, RT - action 2, LT + RT - action 3 here. I don't think this is supported via chording at present. You'd need to handle it manually (probably via adding/removing ...
In Game Input, the buttons for different thumbstick and trigger digital events (i.e. RightStickUp, LeftStickUp, LeftStickRight, etc) can actually fire multiple times in a single frame, even though w ...
The release execution for the tab key fires even though the tab key is still held down. This makes it so that the Release will sometimes fire twice (once while held down and another when the key is ...
Looks like we're either using the wrong scene for world support queries or more likely query geometry is being added as static geometry in the NxScene and being picked up for world supports (this is ...
Construction Script fires multiple times when the Const Script is compiled. If the character is moved on the grid in the level, it will only fire once. It only seems to be an issue on bp compile. ...
Licensee reported Applied Additive animation with ApplyAdditive node with MeshSpace, but Applied animation is incorrect if applying same with AnimSequence "Base Pose Type" animation to Base pin. H ...