When AnimNotify is set to AnimMontage, these Notify events may be output twice. It can see it if you let another Montage play while the first one is playing. If you stop the first Montage, it will a ...
UAIPerceptionSystem::UnregisterSource according to its documentation should treat Sense == null as targeting all sources, but the code for removing pending sources does not treat Sense == null as th ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...
More details in attached UDN [Link Removed] Time stretch curve behaves incorrectly with large sections of in-between values. From the UDN: After using the feature a bit more we also noticed tha ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
We should ideally hide the setting, but at the very least we can make it a warning if you check it indicating it's not gonna do anything. [Link Removed] ...
It seems to be a NVIDIA's driver-side issue. ( Driver version is 511.79. ) The users can avoid the error by canceling the fast VSYNC option and reverting to the default VSYNC setting. Alternative ...