If Show Mouse Cursor is enabled and the mouse is not locked to the viewport, input axis information passed to other actors breaks after releasing and re-pressing LMB. Regression? (Yes), issue (do ...
Exporting a data table as a .csv causes column names to be replaced with memory address/serialization information, making it extremely difficult to read information presented. Regression? (No), is ...
Multi-line text functionality is removed from a print string variable when the variable is turned into an array within a struct. Regression (no), Multi-line text functionality for strings in struct ...
When attempting to dynamically set the collision of a Spline Mesh component, the collision settings are not kept in a packaged game. Found in 4.10.4. Reproduced in 4.11 Preview 6 and Main CL 28772 ...
It appears that particle components don't update their bounds correctly when they are moved in a scene. If a particle emitter isn't currently visible at the start of the game it will remain culled. ...
Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
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 ...
HLOD state is not cleared when moving to a scene without HLOD so primitives may read the state from the old scene and incorrectly cull objects. The safe fix is to clear the HLOD state maps when the ...
When calling TearOff followed immediately by Destroy, the channel will be closed with the reason that the actor was destroyed, so the actor will be destroyed on the client as well. In the UDN linke ...
As mentioned in the UDN - the user tried to rename an SMC to a different actor, which leaves the URO manager left with an incorrect data as it is not aware of the move. User proposed overriding Post ...