The rotate around point module no longer adds in particle position, so it does not account for other forces and modules effecting the particles, and will only spin in a circle by default. The user c ...
Renderer bindings aren't being accounted for in a parameter's reference count. ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
For UMG delegates, we currently have a fixup pass that ensures that bound functions match the signature of the native delegate. However, the fixup appears to use the wrong function name, which cause ...
It seems to be related to the removal tag requirements of the GE_Test1_2 gameplay effect, which does work but still gives the pending removes error. ...
REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...
Play Rate does not affect audio tracks. Slowing the play rate also causes the audio tracks to repeat with an offset. Note: This is working straight from a Sound Wave. If you use a sound cue, the ...
Morph Targets broken importing untriangulated meshes with FBX ...
Post Process AnimBPs used to be processed in the persona viewport. This could have been intentional. Occurs on? 4.14 - 3249277 - NO 4.15 - 3450819 - YES 4.16 - 3466753 - YES 4.17 - 3545186 - YES ...