Sequencer scripting creates all binding IDs in the root binding space, so when the bindings exist in sub sequences and shots, they will not resolve unless those are opened through the sequence that ...
Particle systems placed in levels don't play as expected on level load when using ES 3.1 Preview. Found in 4.24.1 CL#10757647 Reproduced in 4.25 Main CL#11115840 ...
The shortcut for "Select All Descendants" doesn't select the contents in the selected folder in the World Outliner. Using the right-click method works exactly as expected. This was reported and tes ...
The eyes in the Digital Human demo don't look correct with Ray Tracing Translucency enabled in the post process volume. Found in 4.24.1 CL#10757647 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#111 ...
Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...
The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...
We are supporting a few controller on Mac (they can be seen in HIDInputInterface.cpp) but since Catalina it is possible to use the same GameController API as in iOS. This is an important feature fo ...
Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...
If Metal Desktop Renderer and Metal v2.1 are both active, the AR passthrough camera renders as black. Issue not observed if only 'Metal Desktop Renderer' or 'Metal 2.1' is selected Issue not obs ...