Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...
Actor's do not appear to be ticking when a level is first loaded when using a Level Streaming Volume. The Tick event will fire on the second and subsequent attempts. Edit: After further testing, th ...
When launching for HTML 5 and using a texture or image that is not a power of two in size the texture does not pan correctly, instead of panning as expected, the material clamps and will remain that ...
there is a crash that occurs with gameplay tag map variable compiles with default value changed. This issue occurs no matter what the secondary value of the map is. I was unable to test this issue i ...
Copying values of an array created through C++ does not copy all values, only the first value is copied over. This is different than an array that is created in blueprints when those are copied they ...
UPDATED DESCRIPTION When enabling Cast Modulated Shadows on a Directional Light and using Mobile MSAA on Android OpenGL ES 2, shadows from the Directional Light do not render when dynamic objects ar ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
There seems to be a second Scene root being created when importing an fbx scene. Something of note is that in the scene import dialogue we only see one "RootNode" listed. This has been found to occ ...
Setting CLion as the default IDE causes Unreal to not recognize it as a compiler. You are unable to compile C++ projects or create new ones with it set this way. This was reported and tested in 4. ...
From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...