When attaching a ribbon particle system to a moving object, undesired/unexpected effects take place when the object moves out of camera view. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# ...
Creating a Destructible Mesh from a Static Mesh isn't carrying over the Material applied to the Static Mesh. The following warning is generated when the Mesh is created and when it is fractured:LogA ...
The implementation for SCheckBox::SetIsChecked simply sets IsCheckboxChecked without checking to see if the passed in value is different and does not trigger OnCheckStateChanged. ...
When copying a Blueprint actor, Variables with brackets in their names don't have their values copied. IE: Creating a vector variable named "MyVector[]" This behavior also replicates with round brac ...
Adding a material to an FBX with a Multi/Sub-object material, then reimporting the FBX will not import the new material. The material element will be added to the mesh but the material applied will ...
Investigate if we can avoid re-sending properties using COND_InitialOnly when being woken from dormancy. See: https://udn.unrealengine.com/questions/463660/dormant-actors-replicate-properties-set-t ...
LDR does not appear to be preserved when using media textures in widgets. ...
In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...
Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...
Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...