Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
Using AI Detour in 4.9.2 works as expected, however, when upgrading a project from 4.9.2 to a newer version, the AI pawns fail to properly navigate around each other when moving to their respective ...
The splash screen on the iPhone 6s is stretched when loading. Tested alongside the iPhone 5s and the Samsung Galaxy Note 2 for comparison. The stretching only occurs on the 6s. iPhone 6s: 6240_iPho ...
When changing a packaged game from Fullscreen to Windowed mode at runtime, the window is placed in the top left corner of the monitor and the title bar disappears. Setting FullscreenMode=2 in the G ...
While writing test cases for the Blueprint Communication Content example, I came across this inconsistency. The logo continues to spin even after the button is no longer active. I expected the logo ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
We currently have two methods of fixing up redirectors: the ResavePackages commandlet and the Fix Up option within the editor. While the editor's option correctly handles collections via FAssetFixUp ...
Reported by client in SF [Link Removed] When importing an obj file, Twinmotion hands during the import. This only occurs in 2023.2.1 and does not occur in the 2023.1.2 version or earlier. Was able ...
JamesG: New callstack on UDN thread points to UNetDriver::TickFlush Editor crashes if a listen server attempts to use the console command ServerTravel while in Play in a New Editor Window. CrashR ...
AI Perception does not seem to be showing up in the debugger. The same setup functioned as expected in 4.11.2 binary, but upon converting the project to 4.12 Preview 4 binary, no debug information w ...