This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
There is a discrepancy is how the output volume of a submix is calculated when the effect chain is and is not populated. When there is no effect on the submix, the Dry Level adds additional gain to ...
Adding a Reroute node to a function's array output will cause the Function node to be missing the output. This seems to be only effecting Arrays. Standard variables work fine. ...
In the test above, the Blue Component has a higher priority than the green component; however when in the listener is positioned where the components overlap, both components submix sends are active ...
When using move component to to move a component, and then calling Destroy Actor when the actor overlaps another actor, a crash occurs. In this case, the user was attempting to move their static m ...
When using Drad and Drop UMG with iOS via the information provide in the forum thread, the project will crash on the device it is deployed to when dragging the UMG ...
To summarize what I'm seeing there, a bunch of UObjects relating to that world have been destroyed but not all destructed. The UAutoDestroySubsystem pointer is still on the static tickable list, and ...
The desired behavior from a user perspective here is that they'd be able to use Static Switches in a decal master material to toggle different features and behaviors. In the above setup, if I set th ...
Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...
User does not change anything in Client Play Camera Shake. Reproduced in 4.8 and Main (//depot/UE4/Promotable-CL-2581498). This is a Regression: it works as expected in 4.7.6 ...