In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...
From the UDN: > Open HapticsFeedbackEffect.cpp and naivgate ~ line 150; note HapticBuffer has length populated but never write the actual buffer data. LikeReplySelect as Best Seems like a simple f ...
It seems like WriteFileList (TempStorage.cs) is not respecting the enginePath as set from horde context. _localDir in TempStorage.cs seems to be based off of the RootDir (details here). Proposed ...
A user reported an issue where the cones that represent angular constraints in the PHAT editor are not rendered if Separate Translucency is disabled. This may be related to another issue with Separa ...
Destroying an AI Controller does not seem to remove it from the world. The controller will still remain in the World Outliner even after Destroy is called. Attempting to get the AI Controller after ...
When attempting to call a RPC (NetMulticast, in this case) or use an OnRep_ Property, there seems to be a delay between setting the variable and it being replicated. In 4.15, this was around two t ...
This is a common crash affecting users in 4.16. The callstack is similar to [Link Removed], which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh ...
Using Alt-Drag to move a copy of an actor from the persistent level to a sublevel (when the sublevel is selected as the current level in the Levels window), the persistent level is getting marked as ...
Translucent meshes and particles behind an actor who's surface material uses SceneColor node are not rendered properly. Changing the view angle of the camera causes the translucent meshes to "pop" ...
There is an issue occurring where after the map built data is made building lighting on a level causes the level to become dirty. this occurs even if anything in the level has not been changed excep ...