We had some code using the CA_VALID_POINTER and CA_CHECK_RETVAL annotations which had been working fine up until the 5.3 engine release. In 5.3, we started getting the following compile errors in a ...
In the Animation Montage Editor, NotifyEnd is unexpectedly called when a time marker is in the middle of an AnimNotifyState and the animation preview gets paused. Because the Animation Montage Edito ...
Setting the Audio Mixer Sample Rate to 32000kHz causes underrun spam in audio bus reader and writer nodes and sounds to playback jittery. Tested with 24kHz and 32kHz. Does not repro in //Fortnite/R ...
Priority note: 3 licensees requested so far Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement. Many teams rel ...
This is more of a feature request than a bug. From a UDN customer. The output from the simulation to the game thread does not include the force that has been applied at each wheel. It would be pref ...
Since Landscape actors are created by the PartitionActorSubsystem, it is currently not allowed to manually change the DataLayers of existing Landscape Actors. We need to provide a Tool to allow cha ...
In the blueprint editor when selecting multiple components and resetting a property that exists on both components to its default value, when the components had different default values the editor r ...
FLowLevelMemTracker::TickInternal() the ELLMTag::Total (and therefore ELLMTag::Untracked) memory amounts are calculated based only on the result of FPlatformMemory::GetStats(), which on the Windows ...
When an actor is moved on the level editor viewport, it is reconstructed along with its components, which at first makes their properties reset to their default state. Thankfully, this does not happ ...