Discrepancy between the specific frame cuts on Camera Cut track and Shot/SubScene tracks. NOTE: This ONLY occurs when scrubbing in the sequence editor. Works as expected in game and renders. If ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
Reparenting an actor component to an instanced static mesh component causes a crash. Found on //UE4/Dev-Blueprints CL-3122712 ...
Audio spatialization no longer occurs when Non-Spatialized Radius is set above 0 in a sound actor (instance or in a sound cue). I could not reproduce this issue in UE4/Main. ...
Crash attempting to use a HapticFeedbackEffect_SoundWave with no sound set on it (i.e. a newly created one.) Found on: 4.13.1 Binary CL-3120228 //UE4/Release-4.13 CL-3123398 Similar to [Link Remo ...
When using undo in the Sound Cue Editor to undo the looping check the editor switches focus to the output node and does not undo the looping check. ...
While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...
When the users causes a component to automatically change its Mobility setting by changing that setting on a parent or child component, undoing that change only affects the manual change caused by t ...
If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...
Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, sin ...