They've had some luck disabling UDP transport as mentioned in the following articles:https://docs.unrealengine.com/5.2/en-US/udp-messaging-settings-in-the-unreal-engine-project-settings/https://foru ...
Ran into a crash when trying to programmatically add foliage to a large WP level with some unloaded IFAs. ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
Short description from Licensee (attached UDN has more info):When streaming a level in and/or out (out especially in World Partition due to the bRequireFullVisibilityToRender variable usage) there i ...
Licensee request for this as it is affecting productivity. Likely requires a method of allowing a user to choose which behaviour they prefer. For reference, the behaviour changed in CL 11684461 to f ...
We are seeing unexpected movement corrections sometimes when pushing one player character up against another character that isn't moving, or against other static primitives that have round features ...
From licensee:When a material instance is applied to a landscape in a scene and the user resets param in that material instance, that edit is not applied to rendered landscape (while it is if the ma ...
Attaching other actors to a child actor (actor spawned by ChildActorComponent) fails to serialize correctly as part of the map. The attached actor loads as detached and resets its position back to w ...
When validating a changelist, unrelated errors to the changelist can appear. Here's an example of running the validation on a cl named "temp cl" which just contains a single actor "Cylinder". The A ...
When geometry collection is set as nanite, there is no non-nanite render data cooked. This means that there is no fallback if the cooked build uses r.nanite 0. This used to work with some code worka ...