When motion blur is active and the view port is in motion there will be a dark artifact visible at the bottom of the screen. Normally this isn't very noticeable however the effect worsens with speed ...
AI does not respect direction on nav link proxies when direction is set to "Left to Right" or "Right to Left", it continues to use both directions equally. ...
When deleting an Anim Notifiy in the Notify timeline, if an instance of that Anim Notify exists to the left of the selected one, it will be deleted instead. If numerous instances exist to the left ...
Attempting to perform an is valid check on a physical material from a FHitResult returns invalid. This does not occur when using a blueprint setup, it only seems to occur when using code. Found ...
Dynamic Nav Mesh rebuilds incorrectly on World Origin Shift. It must be rebuilding (physics objects, etc) while the origin shift is taking place; then the nav mesh will rebuild at different heights ...
Mouse is not captured by default in PIE for the last client window created. The last client does not capture the mouse automatically. This issue is similar to [Link Removed], however it appears to b ...
Touch events registers as Keyboard Keys rather than a separate key type. ...
Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...
While attempting to modify the World Align Blend function in order to map decals to a surface based on a world vector input, I discovered the function fails to compile while passing the SceneTexture ...