User reports: I've noticed a bug with PlayMontageAndWait There are 4 possible triggers when a Montage completes:OnCompletedOnBlendOutOnInterruptedOnCancelled Once OnBlendout has been triggere ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...
A partially broken Geometry Collection (GC) ends up with garbage CollisionGroup data that can lead to strange behaviors. The licensee has noticed that a GC that goes thru a field applying ExternalS ...
This is a trending Mac/Metal crash coming out of 4.18. Users have not provided any descriptions of their actions when the crash occurred. Callstack from Log[2017.10.30-21.59.52:157][767]LogSlate: T ...
Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen. ...
When adding support for cube texture ([Link Removed]) there was no check added for render targets, making them invalid for Set Texture Object, when they were previously supported. ...
When adding multiple meshes to a Niagara Mesh Renderer Module, a check() will be triggered due to a mismatch in the number of Widgets and the number of Tooltip Widgets. ...
When you turn off 'Supports Open GLES2' from the iOS settings and package a game with 'Support Forward Rendering with Metal (A7 and up devices)' the textures/materials are stretched across the objec ...
Setting a Clear Timer node does not stop the named function from firing. ...