Deactivating and then reactivating the same GPU system will cause existing particles to die. ...
This problem seems to be fine when the material is Opaque.[Image Removed] ...
PhAT is inconsistent on when it does and doesn't apply scale to Constraint positions. This leads to cases where the positions provided create constraints that may not work when the Preview Skeletal ...
Slack thread [Link Removed] Probably related to the same issue seen on Android, explained here: [Link Removed] ...
The Initial Modules appear to be clamped to a zero to 1 time frame since 4.8 was released. Projects that are converted from 4.7.6 will have correctly working particle systems, but adding a new part ...
This is a common crash in 4.16 and trending in the 4.17 previews. It can be reproduced by clicking on the name of a variable that remains listed in a Blueprint after the associated component has al ...
URichTextBlock::UpdateStyleData() does not check whether DecoratorClasses already had any specificed DecoratorClass. So every time you turn UMG on and off from the Viewport, Decorator Classes will i ...
If a variable in a blueprint is the same name as a referenced variable from another blueprint, using "find references" on the local variable will return references to both the local and the external ...
UGeometryCollectionComponent::EventDispatcher gets registered for events twice, once in UGeometryCollectionComponent::RegisterForEvents() and again in UChaosGameplayEventDispatcher::OnRegister(). Th ...