If Pause Event is played in second half of Fixed Frame Interval, you can't resume playing. Pause event appears to fire again when trying to resume playback. To expand on the summary, if you have a ...
Destructible meshes that bounce lose their momentum, causing them to hang awkwardly midair (see attached video). The issue does not appear to occur for low framerates, and would only repro during sc ...
When setting a custom meta data class in an Animation Montage, the class set is not saved when the editor is closed / reopened. ...
4.17 does not allow for camera import. If multiple cameras are imported into sequencer, all cameras Current Focal Length change to match the newest imported camera. Mentioning Jira: [Link Remove ...
Checking Override Attenuation in Details < Audio Component < Attenuation disables settings that further adjust the Attenuation. Such as: Attenuation Air Absorption, Attenuation Listener Focus, Atte ...
The rendering of the fractured pieces of a destructible is incorrect when Support Compute Skincache is enabled. The physics of the fractured mesh simulates correctly but the pieces do not render pro ...
Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened. ...
When you generate a LOD Mesh for a Landscape Level in the Level Browser, the resulting Mesh does not take into account Landscape Components Forced LOD settings. Landscape with Forced LOD Components ...
When an actor class sets the root component mobility to Static or Stationary, spawning an instance of the class (or child blueprint) during runtime will print a warning message in the output log of ...
When using a Game instance to modify the sound in the editor the sound will ignore settings made by game instance. This issue appears to be occurring only in the editor, as running the game in stand ...