Something in the way that live coding interacts with the test system, or how the tests are loaded at startup and initialized, isn't quite matching up. ...
AActor::WasRecentlyRendered() and UPrimitiveComponent::GetLastRenderTimeOnScreen() both still trigger when a skeletal mesh (occluded behind a wall) re-enters the player's view frustum after being ou ...
VOIP has a limited amount of concurrent clients talking before packets start to get dropped. ...
Setting the `bUseClientSideCameraUpdates` property in a `PlayerCameraManager` class to false can result in a crash in the Ansel plugin because `GEngine->GameViewport` may be NULL. Another user has ...
Begin Map Begin Level Begin Actor Class=/Script/Engine.StaticMeshActor Name=Plane_2 Archetype=/Script/Engine.StaticMeshActor'/Script/Engine.Default__StaticMeshActor' Begin Object Class=/Script/En ...
Properties that are deprecated are (incorrectly) not currently being propagated to instances by the duplication logic that we use to instance BP-added components as part of Actor-based BP constructi ...
A licensee is trying to use Distribution Float Particle Parameters for the Noise properties of a Beam Particle. When trying to change these parameters in a Blueprint, some work, others don't. When ...
Mouse position lags behind cursor in editor if framerate drops. This can be especially problematic for individuals who quickly select assets as the mouse position may lag behind the cursor location ...
Materials with "Used With Hair Strands" enabled will cause Skeletal Meshes to draw twice in the Base Pass. ...
If a user removes elements from an array in an instance of that blueprint in the level and then duplicates the actor (in the level ) containing the array, then the resulting actor will have the orig ...