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 ...
Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...
We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...
hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...
When attempting to test for ESDSR on Android, the Sequencer project fails to package towards the end of the Build Command. Runtime/OpenGLDrv/Public\OpenGLESDeferred.h(267,5) : warning: 'OPENGL_ES2 ...
A licensee has reported that the ZoomFactor variable inside of the DrawPoint function is being calculated incorrectly. It currently is calculated using the lesser of the projection matrix's horizont ...
---------------------------------------------------------------------------------------------------------------------- Build: 4.1.0-2057451 Description: Movable meshes and blueprints set to cast n ...
This is launching on to Firefox 53.0.2 (64-bit) and also occurs in Main. Error message:uncaught exception: ASM_CONSTS<@blob:http://localhost:53501/4354ee7b-de4a-419b-b0bc-5d58ff557ed2:1:38655 _emsc ...
Only files in UFS or NonUFS manifest that are local are returning a non-minvalue timestamp. While this is expected it is causing issues with logging file handling. See: https://udn.unrealengine.co ...
We’re aware of some extra memory usage in the DX12, but 100% more is more than we’ve seen! I think it’s multiple sources that is causing the increase in usage but not all are known. For example, I’v ...