When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...
For skeletal meshes with multiple cloth assets in use, modifying any of the bone's collision body setup in the physics asset causes a crash. ...
Actors that reside in TMap blueprint variables refer to the Editor actors not the copied UEDPIE actors (that we'd expect) when accessed in PIE. This is not the case in standalone; this only occurs f ...
Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...
Movement is quite sporadic and jumpy when using a Wacom Tablet to navigate the Editor on Linux. The Editor pans and zooms in and out really quickly with the slightest of movements. This was report ...
Attempting to use UAT on Windows to remotely create a standalone build of a project for Mac fails in 4.19. The error message indicates that it cannot find part of the path to the project's Info.plis ...
Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...
[Image Removed] ...
LevelScriptActor can be destroyed from a channel close on the client before the associated level is removed from the world, which prevents proper cleanup of the network driver. We should look into ...