A GameplayAbility that destroys its owning actor inside ActivateAbility() causes a crash, because actor destruction will modify the ability list but ActivateAbility() is called within an ABILITYLIST ...
Dithering appears aggressive and has a screen door-like effect when using the new Landscape Lightmap in combination with Foliage LOD changes. Owen Stupka attempted to reproduce the issue on his iPa ...
If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game. It appears to work when you hit play in the Sequencer Editor, but doesn't work in game. ...
Instantiation of subobjects does not behave as expected when using the DefaultToInstanced UCLASS specifier. The licensee that reported the issue provided a sample project with some ensures added whe ...
In Windows 10, on a system set up with 2 970GTX GPUs in SLI, the dropdown menues from the main navigation tabs will be offset and to the lower left of the screen when selected. ...
Crash occurs when the user triggers the SetScalarParameterValueOnMaterial function node. ...
GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...
Particle systems ignore lighting channels - no matter what channel a light is on (even if no channels are selected), it will affect lit particles. Changing lighting channels on the particle itself h ...