The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
Add an item to Project Settings, Android, "Support 16 Texture Samplers on ES2". The bBuildForES2 flag must be enabled for this setting to be active. The tooltip should read "Allow 16 texture samp ...
In Rhino, it is possible to have a layer structure in which different parent layers have identical sublayer names. This is common in situations where you have multiple design options, each as a sepa ...
In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...
Reported by Square Enix on UDN, ...
When running a packaged build of a project with a level with a landscape that has a material assigned it will crash (shipping build) or not retain the assigned material (development build). There i ...
This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...
When an actor is spawned with Spawn Parameters that are templated the engine crashes when closing a scene. This wasn't happening when there wasn't a physics constraint on the spawned blueprint. Thi ...
Destructible mesh's location will not be updated when added to sequencer directly from content browser, unless two different locations are keyed on the transform track of the mesh. We found the bug ...
When GlobalInvalidation is enabled, do not update to the position set by SetPositionInViewport. It works fine when GlobalInvalidation is disabled. ...