Repro from the thread: compile the project of course open eTestMap.umap, and start Simulate wait for the AI characters to go to the Place Volume Actors still simulating, select the character that w ...
If received in the same update on a client, a replicated attach with attachment rule "SnapToTarget" will overwrite any replicated changes to the relative transform. Additionally, once a scene compon ...
Widgets called to the Viewport with Fullscreen enabled, will eventually cause artifacts to appear on the edges/borders of the screen. There is currently a forums post with multiple users reporting ...
When a level's blueprint contains a multicast function with a parameter, Server Traveling to that level, triggering the multicast, Server Traveling to another level and then back to the level that h ...
If changing the material during PIE, the content of the material will be reflected immediately, but the physics material will not. Once the Mesh (Complex Collision Mesh) is cleared and reset, it wil ...
UPDATE: 12/23/2015 This appears to be occurring on packaged projects for Win64 as well. ====================================================================== When attempting to launch a level t ...
This occurs because the MakeStruct node will create a literal term for each input if nothing is connected. However, there is no explicit handling of some native 'noexport' struct types (e.g. FVector ...
It appears that if you create a Matinee in a Sublevel, and then subsequently move the matinee between levels. It will not keep associations with the attached actors in the Matinee and not trigger e ...
We noticed crashes in our application when we attempted to resize a window or switch to full-screen mode. Hence, resizing windows and switching to full screen will result in a crash on Unreal Engine ...
Eventually, the ReplicateUsing function called out for a UPROPERTY is no longer being called. After investigation, it appears that the data is making it from the Server to the Client, but that the d ...