Netshowcorrections not showing corrections

UE - Gameplay - Player Movement - Feb 27, 2020

Very few net corrections are displayed when using p.NetShowCorrections. Note: The attached image shows the results using the same settings in 4.22.3 Tested in: 4.22.3 CL#7053642, 4.23.1 CL#96314 ...

Having a project for iOS set to only allow Landscape Right with show incorrectly on an iOS device

UE - Platform - Mobile - Jan 23, 2015

When you are packaging and deploying your project to an iOS device, If Supports Landscape Right orientation is the only Orientation checked, It will show incorrectly on the iOS device. Tested on an ...

Custom Stencil Buffer Visualization Doesn't Render Custom Stencil Depth

UE - Graphics Features - Feb 6, 2020

The Buffer Visualization (Custom Stencil ) doesn't render assets that have "Render CustomDepth Pass" enabled. Found in 4.24.2 CL#10758860 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#11223911 ...

Keep Simulation Changes Not Saving Values After Physics Simulation

UE - Gameplay - Blueprint - Oct 1, 2015

Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...

Play Rates are not reverted when HAP Media Plugin is disabled

Media Framework - Nov 11, 2019

Enabling the HAP Media player plugin permanently affects the thinned Play Rates of the Media Player asset. Tested in 4.23.1 (CL - 9631420), 4.24.0 (CL - 10091930), 4.25 (CL - 10091038) ...

Drastic increase in FBX import times from 4.9 to 4.10

Tools - Dec 9, 2015

The attached asset (including animation) takes 9 minutes to import in 4.10, where it takes 42 seconds in 4.8 and 4.9. You don't really notice this until you start to get up to larger assets or long ...

Disabling Editor Sounds Doesn't Prevent Compile Sound From Playing

Tools - Nov 10, 2015

Disabling the Editor Sounds under Editor Preferences->Level Editor->Miscellaneous->Sound->Enable Editor Sounds doesn't stop the Compile sound from playing when you click the Compile button in the ed ...

GetAssetRegistry by class and subclass only works for Material data types

UE - Gameplay - Oct 16, 2018

The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...

IsTraceHandleValid with default FTraceHandles has unexpected behavior on the first frame

UE - Simulation - Physics - Sep 18, 2018

Because both FWorldAsyncTraceState's CurrentFrame and FTraceHandle are default initialized to 0, on the first frame, if a new Asnc Trace starts all default FTraceHandles will reference the same (now ...

An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated

UE - Gameplay - Blueprint - Mar 13, 2015

An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated. Reproduced in 4.7.2 binary and Main (//depot/UE4 ...