Unexpected results from setting relative rotation on child of child in BP. Also confirmed in Main CL 4302610 "I have found that changing this code from RelativeRotationCache . RotatorToQuat (NewRe ...
Sampling Cloud Shadows when rendering the Sky Atmosphere can incorrectly assume that the view is located at the planet's North Pole. This causes distortion in the shadows when using a sphere-shaped ...
When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...
When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...
When adding a Uniform Buffer Struct that has one 4x4 matrix to a mesh pass, validation will fail, due to a Uniform Buffer Struct mismatch. This can be reproduced by adding a mesh pass in project-si ...
Within a Level Sequence, it's possible to override the transform (OriginOverrideLocation) of a ShotTrack. This generally works as expected — all nested ShotTracks should inherit and apply the transf ...
When using Drad and Drop UMG with iOS via the information provide in the forum thread, the project will crash on the device it is deployed to when dragging the UMG ...
A user reported that UEnum::NumEnums appears to be returning one more than the actual number of elements in the enum. ...