When using undo in the Sound Cue Editor to undo the looping check the editor switches focus to the output node and does not undo the looping check. ...
The time indicator for curves in persona is slightly tilted off vertical. This also occurs in 4.13 main. ...
When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
Apparently merged sprites do not render at all on XB1. ...
Currently, there are some hidden constants that are used to in networking to limit sizes of arrays. After discussion, these were just chosen without much consideration other than to limit bad behav ...
Crouching/Uncrouching while standing on a physics object will cause the object to behave erratically. Even if the CharacterMovement component has Physics Interaction disabled, it will still effect t ...
When using the Event Track to call an event in the Level Blueprint that stops a LevelSequence and then assigns that LevelSequence from another will result in an Access Violation. ...
Reroute nodes break Cached Poses in Animation Blueprints Regression: This does not occur in 4.12 ...
The High Quality Gaussian DoF does not work when deployed to an iOS device that supports Metal. After enabling the setting within Project Settings to support Metal (A8 chipsets) and above, and then ...
Calling an object from the mounted pak file, textures on objects appear wrong, and the texture from the Engine defaults gets assigned. This happens with all objects on the screen including meshes, b ...