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 ...
A licencee reports slow scrolling in the Save Content dialog when working with hundreds of items marked as dirty. From profiling it appears that PackageTools::GetObjectsInPackages is the main offen ...
Users find it confusing when they add decorators on root composite and none of those decorators work. We need to keep them for subtree feature though. And it can result in root-note decorators not ...
After bringing the BP_LightStudio into a level and building light an error message is given. The error message says that the Skybox's UV's are overlapping. ...