If you create a UMG with an image in the Umg that is not a power of 2, The image will not appear on an iOS device. Tested this on a Android device (Nexus 5 with ETC1 and ATC. PVRTC will not allow t ...
A licensee has reported that the particle cutout feature will sometimes clip the image on some frames despite having an alpha threshold of 0.0001 The attached project has an example of this on the ...
Having an actor in the level with a child actor component, replacing it with another copy of itself, and deleting the copy results in a Child Actor remaining in the world outliner, which cannot be d ...
[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...
A projectile brought over from 4.5.1 or earlier that does not have a Primitive Component as the Root, or removing the root from the projectile in 4.6, returns an error: "Movement component [Projecti ...
When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...
Flickering occurs when using the Post Process Ambient Occlusion (Screen Space AO). This is more noticeable when using stronger values entered into the AO fields. I checked these settings in both 4 ...
When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...
Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...
When using World Support or Asset Defined Support on a Destructible mesh that is spawned in, if the static world geometry is spawned in after the DM it will not be supported. However, if the static ...