We've worked out at least a possible way this can occur from using uninitialized AnimatedNormals values when changing LODs. Ensuring all AnimatedNormals are initialized appears to fix the problem. ...
Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, we need to return an empty buffer if the procedural sound wave doesn't ...
Duplicating an actor with a Hierarchical Instanced Static Mesh component that has an instance will duplicate the instance as well, but this instance is not rendered. Please note, this was discovere ...
(Enduring Games) Please see UDN - Case includes project and potential fix from customer. Need to verify that it does not affect other parts of the volumetric composition. bHasValidSamples is the sam ...
Print String node will stop printing to the screen if PIE is exited while Gameplay Debugger is active. Restarting the editor fixes the issue. ...
The Last Index node will change size and shape in way that isn't consistent with other nodes when at certain zoom levels. These levels are -1, -7, or -10 respectively. ...
Root Motion from Everything doesn't accept Root Motion from Montages in 4.11. This works in 4.10. Can regress down the issue if needed. ...
Adding array element of instanced meshes during simulation does not increase amount of elements in array. Regression (No) issue (does) occur in 4.10.4 ...
When a static mesh that already has sockets created in it's original third party program is reimported into the editor, it's sockets are duplicated. Going from 10 to 20 on reimport. ...
This is similar to [Link Removed], only in this case, the "Array Get" node is implemented as a UK2Node_GetArrayItem and not a UK2Node_CallArrayFunction. The fix for [Link Removed] currently applies ...