When a Niagara System has SimTarget set to GPUCompute Sim, CameraQuery is only returning data from the Player0 camera, regardless of PlayerControllerIndex. The expected behavior would be to have the ...
When attempting to drag and drop an actor from the Content Browser into the level viewport during PIE, the actor is not placed at the mouse cursor location if the Player Controller is attached. Inst ...
When using precomputed visibility on device for occlusion culling the landscape does not take the cameras view into account for culling objects when out of view of the camera and inside a visibility ...
Physics Constraint no longer constrains conponents that are set to Query Only Regression from 4.11.2 User Description: Testing a 4.12 copy of my 4.11 project and when I tested in editor, all my ...
Using Subversion on a Mac to connect to an online repository causes the Source Control settings window to hang indefinitely and never succeed in connecting ...
Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...
When Scaling in and out in the UMG blueprints with an image applied to an image widget that is set to border as it's "Draw as" selection the image does not scale correctly. EDIT: The UI should prev ...
Building the Engine in Visual Studio will fail due to an unresolved external symbol error if a new global variable is added to CoreGlobals.h and then referenced elsewhere in the Engine code. The bui ...
From UDN: We are using the Cascade particle system and we want to render the same scene with multiple cameras, so multiple renders are required. In order to ensure that the result of the particle s ...
From the UDN licensee: I put together a draft PR of something that should work. As I mentioned in the PR, this works as expected with one caveat; in SPinComboBox::Construct we are hardcoding the to ...