A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...
Setting a component to replicate in an Actor that is already set to replicate alters the location on the Client after enabling physics. Note this only appears to occur with components added in Const ...
Attached to this ticket is a project with an asset that uses a beam type that is causing a crash when trying to open the asset in 4.11 and 4.12 (MAIN). When trying to recreate the asset there is no ...
In the Character Movement Component, setting the Plane Constraint Normal to a value other than default, and then attempting to change the value back to the default does not revert to the default val ...
When you have a multi-material mesh assigned to a blueprint in which one of the material elements is set to a Dynamic Material via the Construction Script, you lose the ability to set teh other elem ...
Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...
When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound grou ...
When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...
When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...
Setting the Runtime Generation on the Recast Nav Mesh to a different preset than what is set in the Project Settings causes an error to appear upon trying to package the project, and causes the pack ...