Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
This is an infrequent Mac crash that has occurred for a few users in 4.17. Users have not provided any description of their actions when the crash occurred. The callstack has a few similarities to ...
Unable to package a build for android (ATC) if the GoogleVR plugin is enabled and both arm64 and armv7 are supported. This does not reproduce if you turn off GoogleVR. This does not reproduce if yo ...
User reported issue on UDN, steps above and project attached. ...
If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...
We should probably keep a Queue of the Gameplay Abilities Add/Removed rather than two separate lists. That way we can get the ordering right. I suspect there are lots of ordering issues if we look ...
When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...
This issue doesn't occur on iOS using the same project. This occurred on all the devices tested, which were: Galaxy S6 (SM-G920F), v6.0, Mali T760MP8 Galaxy S7 (SM-G930V), v7.0, Adreno 530 Galaxy S ...
USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...
Test content for this bug is in the /EnhancedInputTesting/UE_268605/EnhancedInput_UE268605 level in QAGame! When a widget blueprint is created with Enhanced Input bindings in the event graph, whe ...