When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...
Comment from David H.: Update on this Jira. I got customers in Cinema field in needs of this feature. Morph Targets not included when exporting Skeletal Mesh from Engine. A use case for this wou ...
This is a common crash coming out of the 4.17 release. User Descriptionstrying to delete landscape related stuff A similar callstack was seen in an older issue, [Link Removed]. Source Context ...
Custom collision presets will not be saved properly to foliage after closing and reopening the project. Additionally if you make changes to any collision preset in project settings, the foliage will ...
When using AttachToComponent at runtime, the attachment does not replicate properly for some clients. The relative transform/rotation is not maintained. The user who reported this issue mentioned th ...
Regression as of 4.22. Translucent Depth Sort Policy results in improper rendering ( Z-Fighting flickering) with Paper2D Sprite Components. ...
The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility if the bubble is set to only appear when the node is hovered over. This does not occur w ...
The editor is very desaturated and bright when Frame Buffer Pixel Format is set to Float RGBA This does not occur when set to 8bit RGBA or 10bit RGB, 2bit Alpha ...
Skeletal Mesh Ref Skeleton can be built before Skeleton has finished loading, meaning it misses Virtual Bones. Need to force Skeleton to finish loading before building ref skeleton (Like animation a ...
This assertion seems to occur when closing the project while a sound is playing on the device. Assertion failed: CommandBuffers[NextIndex].SourceCommandQueue.Num() == 0 [File:D:/P4Workspaces/Switch ...