Spring Arm Component causes vehicle to jerk forward and backwards in a multiplayer environment. ...
Blueprint Library plugin set to 'Runtime' doesn't work in Standalone/packaged builds if used inside of the 1st Person Character BP. User Description: Blueprint libraries are still broken in the fi ...
No user comments in crash group 686 // Iterate over all chunks, serialize them into memory and decompress them directly into the destination pointer 687 for( int64 ChunkIndex=0; ...
A licensee has reported an inconsistency in how modified base widget class defaults are propagated to children. When modified via the UMG Designer Graph's Class Defaults, derived classes will be mar ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
Packaging a game to HTML5 disables the mouse and mouse over events on local host, which prevents any mouse functionality from working in a packaged project. ...
Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...
Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...
This will only repro when connected to source control ...
I did some research. The problem is caused in CoreNative.cpp. In Function GetInstancedSubobject (Line 126) We should check if instance is runtime instance first. If it is runtime instance, just us ...