Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...
A licensee reported a crash happening when the engine shuts down. We determined it only occurred when invalidation panels are used, likely caused by a call to ClearChildren on a canvas panel in an i ...
When moving nodes in materials and blueprints using the undo option doesn't undo the movements made by the arrow keys. This issue affects anything that uses nodes on an event graph. ...
The Nav Mesh is appearing in the editor, but not appearing during PIE when its Z value is set to a size similar to the floor size that it is generating on. Making the Nav Mesh Bounds Volume taller ...
Particles that use source movement will start shooting out violently while in the cascade preview window. You need to have the movement option checked under the view settings. If you also check the ...
When editor windows are opened that contain a viewport of some sort, the framerate of the engine drops drastically. Examples include the Blueprint Editor, Material Editor, and Persona. The viewport ...
Characters can be pushed through geometry by other characters when on a moving platform. On this example the character being pushed is forced through a wall that is attached to a moving platform. ...
The Max Draw Distance setting culling meshes at incorrect distances during PIE relative to Standalone/New Editor Window. I was unable to reproduce this in a new blank project using a single cube me ...
GPU particles have a strange sorting priority once a significant amount of overlap starts happening. Changing the sort mode doesn't influence this effect at all. While on CPU particles changing the ...
When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...