The implementation of UMGSequencePlayer::Play and UMGSequencePlayer::Pause are not conducive to being able to efficiently pause and resume animations. Some problems that need to be addressed: 1. ...
This problem looks like the following parameters are not defined correctly. The correct parameter is Engine_Emitter_NumParticles. Engine_Emitter_NumParticles and PREV_Engine_Emitter_NumParticles .\ ...
The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...
I was unable to test this due to not having provisions available to test on for tvOS distribution. However, we have reports of the following error: "PackagingResults:Error: Error Provision not foun ...
Camera Cut tracks don't work in some packaged code projects Regression: YES Working: 3249277 (4.14.3) Broken: 3348071 (4.15.1) Working: 3383544 (4.16 Main) ...
Using both an Atmospheric and Exponential Height Fog will cause an issue rendering Translucency-based Materials. (See Screenshots below) IMPACT: Cannot use both Atmospheric Fog ...
Collision of child actor doesn't rotate if the parent is simulating physics. This was an old bug that an AnswerHub user reported back in 4.9 but now a licensee is reporting this same behavior in 4.1 ...
When a blueprint variable is given a category and subcategory then compiled, the variable will show up in the details panel when selecting components that existed when the blueprint was created. ...
https://udn.unrealengine.com/questions/298041/static-mesh-reimport-lod-bugs.html ...
Using the EditAnywhere specifier for a UPROPERTY results in some options not being visible in the editor that are visible when using VisibleAnywhere. ...