If the user is using the split screen feature and adds a widget to the screen of each player, this can cause what looks like a failure to completely update everything on screen causing a weird artif ...
When adding an actor or scene component blueprint reference to an actor blueprint, the component gets changed to an Add Component node when updating the component blueprint. This bug was not present ...
GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...
This is caused by several failures in the custom ticking and update logic for level and actor sequences. A possible solution is shelved in 14859265, but will need testing with all known cases of pau ...
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 ...
When VSM is enabled, animation is not culled and animation continues to play. WhenVisibilityBasedAnimTickOption=OnlyTickPoseWhenRendered, animations outside the camera view are culled, but when VSM ...
Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...
Static mesh components of blueprints with "Is Dynamic Obstacle" set to true do not correctly affect navigation when standalone mode is initially run. Once another object is moved and the navmesh is ...
The console command "EnableGDT" will bring up the GDT menu, however no information will be updated. The screen gains the menus for GDT however no functionality seems to exist. Workaround: press ' ...
Check UDN for details:FindPath repathing on partial path overrides Error result (missing path reset)FindPath doesn't update last repath time, although it does set initial value for newly created one ...