Objects in a scene are randomly culled when building a level with Precomputed Visibility enabled, and opening another level that has already pre-built precomputed visibility. A couple of things wor ...
Physics Constraints have unexpected behavior when used on nested static mesh components. Simulating inside of the blueprint has a similar effect to what is expected but when the BP is added to the l ...
When Cloth Painting, "Cull Backfaces" is ineffective when the backface is very close to the face that you are painting on Occurs on? 4.16 - 3466753 - YES 4.17 - 3523593 - YES ...
Curves from Animation Samples in Aim Offsets are ignored In the attached project, all of the AimOffset Poses have a value assigned to the TestCurve. If you open the AimOffset and then open the Ani ...
When calling ReshapeWindow, aspect ratio is determined by dividing the new width by the new height. We could prevent a potential crash here by validating these numbers before performing the division ...
There is an issue that is occurring where visible shadow seams appear after an object is rotated where it was not previously. CL tested 4.15.3 - CL 3450819 - Issue is present 4.16.2 - CL 3514769 - ...
The ExcludedAssets setting in the DefaultEngine.ini file does not appear to actually exclude a project Blueprint from being nativized. ...
When using DuplicateObject, some aspects of the copied object (such as component transform) are not duplicated to the copy. Regression: Yes - DuplicateObject behaved as expected in 4.15.2 Working - ...
When using the new node " Create Asset (Interface Call)" there is a crash that is occurring that could possibly be due to the fact that no factory node is being set. The crash also occurs with the o ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...