REGRESSION: Yes, does not occur in 4.16.3 In QAGame, the blueprint QABP_Containers is dirtied (needs to be compiled and saved) when the user opens it. This occurs every time the editor is restarte ...
The right eye of the HMD freezes when looking at an object that has been selected in VR Mode with Temporal Upsampling on. Happens with both Vive and Oculus. I did not see this when playing in VR. I ...
Because both FWorldAsyncTraceState's CurrentFrame and FTraceHandle are default initialized to 0, on the first frame, if a new Asnc Trace starts all default FTraceHandles will reference the same (now ...
A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...
GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...
REGRESSION: Issue does not occur in 4.24 Crash occurs when the user changes a blueprint TMap value from Vector to Vector4 and then compiles the blueprint. This seems to only occur with TMaps, as ...
The editor crashes when attempting to draw a weight blended texture to the landscape if it hasnt been used on that landscape yet. This crash can be completely avoided if the stone texture is painted ...
When NetworkRemapPath was refactored in 4.26 to support replay connections via the rep graph, the check for duplicate level id on the driver was lost in the new code path. This causes the demo driv ...
From my testing, it appears that Shift+F is not detected by the editor. If you map the input action to either F or Ctrl+F, they both work correctly, so it seems specific to the Shift+F keyboard comb ...