When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
DistanceFieldAOHistory introduces ghosting at low scalability and low screen percentages. This can lead to AO artifacts and a ghosting effect from the character. This issue was also observed on //U ...
Setting simulate physics for a component of an actor will cause that component to not react when the actor root is updated. ...
Pressed, Released and Clicked should be fired in the same manner w/wo Use Mouse for Touch option. These three events are fired at the same time when enabling the option. [Image Removed] ...
the reproduce video and project are in the slack links: Slack Link: [Link Removed] ...
Setting a Clear Timer node does not stop the named function from firing. ...
Any active events fire at frame 0 when the sequence loops ...
When a layered control rig track is added to the sequencer the character’s legs will collapse into the body of the character. Switching the layer to additive will do nothing. Trying to force the ani ...
ExponentialHeightFog does not render for Gear VR devices when both the device and project are set for Gear VR. However, the fog does appear on a project without Gear VR enabled. Occurs On: GalaxyS6 ...
While other inputs are set up for the Character BluePrint, the inputs for Jump are missing so that, even if the user enters Action Mappings for jump under project settings, the character may play t ...