Verify that inertial scrolling works in the ScrollBox and the ListView on touch devices. We have reports that it isn't working in 4.9, it may have been fixed since then, or not be as smooth as it c ...
Interface functions inherited after a duplicated actor blueprint is re-parented to the blueprint it was duplicated from cannot be deleted. Note that the inherited function can be deleted in a new ac ...
Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...
SetBase() only works with bone names, but would like it to work with sockets. ...
AddInactivePlayer does a couple .RemoveAt() calls, should probably destroy the actors when that happens as well. ...
Possibly some sort of issue related to SetDefaultSubobjectClass() rather than UMovementComponent specifically. I was able to reproduce in 4.10 release branch and in //UE4/Main with the test project ...
Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...
I was able to repro it locally with any project configured for runtime navmesh generation. Loading an empty and navigation-populated maps in turns results in constant increase in navigation memory c ...
Comments from Jack: >LandscapeMaterialsParameterValuesGetter calls GetAllParameterNames<> which does handle functiions >ALandscapeProxy::GetLayersFromMaterial should use GetAllParameterNames<> ins ...