When using ChaosCacheManager to simulate destruction of a GeometryCollection, destruction is not simulated when Nanite is ON for the GeometryCollection. In the editor, destruction is simulated rega ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
When a native component that wants initialisation is added to a Blueprint actor in the Blueprint editor, the initialisation state of this component will not be correctly preserved by RerunConstructi ...
Input doesn't seem to work properly when using exclusive fullscreen mode on some monitor other than the primary monitor. This is similar to other issues we've seen in the past with the cursor being ...
[Link Removed] UDN user found issue. Reproduced internally with custom debug code. ...
When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...