Client Animation is not updated on Server with "Replicate Movement" disabled See Additional Info URL because the user appears to have done some debugging on this. ...
Every tick, we evaluate the range of time that has passed to see if any events on the event track need to be fired. However, when we hit the end of a loop, we have to manually set our LastPosition b ...
User is not able to load a build data asset without loading the level first. This can cause issues when trying to manage Source Control with the asset. ...
Touch input on Windows devices will start at touch index 2 instead of touch index 1, like other touch devices. ...
Handling SIGTERM can deadlock because RequestExit() can log stuff. If we happen to be in the malloc at that time of receiving the signal this is going to deadlock the process. In general, we should ...
Discrepancy between the specific frame cuts on Camera Cut track and Shot/SubScene tracks. NOTE: This ONLY occurs when scrubbing in the sequence editor. Works as expected in game and renders. If ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
LinuxNoEditor folder from a packaged Linux game is more than double the size of a packaged Windows project folder (WindowsNoEditor). Results from packaging an empty Third Person Project Windows (6 ...
"Play Rate" below 1 and "Force Fixed Frame Interval Playback" causes choppy renders. This was explained by Max on Answerhub to the user, but this seemed like something that should be bugged and loo ...