Gameplay Effects can hold stale references to Gameplay Tags when the adding component is switched for a different type. The tags are serialised, and their presence can be confirmed with Reference Vi ...
From 8/17/16 Tools sync: This is probably also happening in Sequencer. Think Sequencer should just auto-set this flag. ----------------------------------- If a SkeletalMesh actor is placed beyond v ...
After performing the repro steps, screen will softlock unless you perform the "slide from 3 to 4, then back to 3" steps. Appears to be an iOS system bug, but see if we can find a workaround. ...
Netprofile crashes networked games using Steam with the following assertion: Assertion failed: "Invalid interface for Steam P2P addresses" && 0 [Link Removed] [Line: 72] No Crash Report is submitt ...
When using constraints with layered control rigs, you get jitter on the constrained object. ...
When a reflection capture is unloaded due to streaming, it cannot be reloaded when the player returns to that area in the world because FReflectionCaptureData::OnDataUploadedToGPUFinal deletes the C ...
Setting a restitution of 1 for a ground material and a restitution of 1 for a ball that bounces on the ground should keep the ball bouncing at the same height consecutively. Over the course of time ...
Setting the Collision Channel to anything other than World Static will reset on closing and restarting the editor. ...
This issue was reported by the licensee, but it's possible that the number of vertices in the particles is higher than it really is. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...