A note from the user, seems like they have a fix for this already I've changed the type of UGameplayDebuggerConfig::ActivationKey to FInputChord and with ony small changes to surrounding code it ...
Cutting two tracks in sequencer, which one is attached to another one, and pasting it break with Attach track. By this operation, Attack track loses its binding object. Copying such tracks and paste ...
This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...
I could not repro their issue in main. They supposedly recently upgraded to 4.5. I was wondering if you could divide an conquer, and figure out when we fixed this. **EDIT** Was able to repro in mai ...
Event does not fire at end of playback range. This does work with Forced Fixed Frame Interval Playback so wonder if this is invalid? I have some test content set up in //UE4/Main QAGame QA-Promoti ...
When using a Stationary or Movable Skylight with some reflection captures that are not using the High Quality Reflections (material setting) will have what appears to be an inverted mask for the ref ...
Crash occurs when the user select an AI-controlled pawn while simulating in viewport. This seems to only occur if the pawn is moving or getting directions from the controller (example, if you selec ...
Widgets can no longer take focus after clicking somewhere other than the widget itself. The input mode appears to change, but does not change back when clicking widgets Notes: -This issue did not a ...
The Hair shader no longer allows ScreenSpace AO on areas of the screen it occupies. While in the Ambient Occlusion Visualizer it appears that the material draws on top of the SSAO. REGRESSION? Yes ...
After enabling Support Compute Skincache if you attempt to apply a cloth asset to a material in the skeletal mesh editor the engine will crash. This may seem similar to [Link Removed] but I confir ...