When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...
A licensee reported that using the Consolas font on Android will cause the game to crash. I've narrowed it down to only occurring in the Android 24 SDK and on the ASTC configuration. Using Android(A ...
Enabling HDR with the r.HDR.EnableHDROutput command causes a crash in fullscreen standalone as well as packaged projects. This only happens with HDR monitors, following the same steps on a monitor t ...
Playing a video in the engine that is WebM format, results in skipped frames. This does not happen with other video formats supported in the engine. Attached are links to the WebM videos used to te ...
When you attempted to fire off a Reverse Node on a Matinee Actor in the Level Blueprint, The Matinee never plays in reverse. Level Blueprint Setup: [Image Removed] This issue appears to be resolv ...
Adding this issue because both the comment node title and the comment textbox in the context menu support long comments quite poorly ( they don't resize as you type ). It strikes me that at least i ...
When changing to the Blend Weight to a number greater than 2 the connections between nodes starter to blur in the anim graph. Connections become ever more distorted when zooming out of anim graph. ...
UObjectBaseUtility::GetInterfaceAddress() fails due to an incorrect serialized value of the 'bImplementedByK2' property within the non-nativized class's Interfaces array on save. See support thread ...
We are testing the new Windows Mixed Reality native support and have found that the trigger mapping to a button is working, but the trigger mapping to an axis is not, i.e. the event MotionController ...
UGameUserSettings just uses the ini file system and GameUserSettings to save/load user settings. on tvOS these files are not truly persistent and we should support loading GameUserSettings from iClo ...