The engine still uses the default index for calling force feedback events, despite them being assigned from player 1 on out. Which is why event on player 1 goes to player 0, event on player 2 goes t ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...
Description from the user: up to 4.23 properties nativize normally if they are written in C++ with the Instanced specifier. The discerning difference is that that there was no Blueprint Class itsel ...
When a user sets up an unwrap using a space outside the original 0 to 1 space the unwrap will increasingly show errors of positioning. For Example, in the following images the lower left vertex of ...
When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...
Unable to import a sound file shorter than 1 second in length. The two sound files attached are the same sound, but one has been extended to at least 1 second long and successfully imports. ...
DESCRIPTION: Changing the mass of a Destruction asset does not affect it. In comparison doing the same for a static mesh set to simulate physics will adjust accordingly. Forums Post: https://forum ...
Cull Distance Volumes Affecting Actors After Being Deleted. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, and 4.24 CL# 9428115 ...
Fade track is not affected by "Restore State" flag Regression: Sort of. Restore State wasn't available in 4.14, but the default behavior would leave the screen black Worked: 3249277 (4.14.3) Bro ...
When setup for multiplayer, all players are able to move around and control the camera with the analog sticks but button presses of all controllers only affect player 1. ...