Looks like the replication system doesn't properly account for bShouldBeVisible. Once a level has be marked bShouldBeVisible=false on the server, the level is completely cleaned up and all actor cha ...
A Component Array doesn't update properly when using Structure Variables. Any array elements added after the setup don't get printed when the event is called. If you set the "Editable when Inherited ...
The logic to check the version number of Adreno devices does not work if there are letters in the version (like Adreno 642L). ...
Found in the process of replicating the linked Answerhub. When an opaque material is setup as a master material with the intent to have an Opaque and Translucent version, the material instance will ...
When a UTF-16 character (™ for example) is passed into a StringToBytes() function and then returned via BytesToString, the returned character does not match (in the case of ™, a double quotes is ret ...
Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...
Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...
Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note: The foliage will move if the base actor is moved directly, inde ...
Setting the world origin will not update existing Niagara particles. ...
When Use Current Level is true, the MRQ tries to validate that the maps are the same, but this will fail when the maps actually do match. The Use Current Level flag should allow the render to cont ...