Only one Play Persistent Audio module will work at a time in a Niagara emitter. ...
If the return value of a trigger goes from ETriggerState::Ongoing to ETtriggerState::None, without returning a ETriggerState::Triggered, then there should be a "cancelled" event that is fired when E ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
Add Code to Project fails to add a class to the project. The project can't be reopened until the classes are manually removed and the project is recompiled. The following errors occur when using Add ...
A licensee is experiencing odd behavior when using custom code to call a loading movie when opening/loading a level. The licensee has implemented a loading movie to play when calling a map to open ...
When adding a variable of collision profile name type to an actor(as editable), its value gets reset when the instance becomes a part of multiple selection. ...
Planar Reflections lag behind VR headset movement [Link Removed] Reporting that reflection captures lag because they happen before late update is applied. Includes an experimental patch that fi ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
When a Niagara System is placed at around 10^8 units away from the origin, the movements of the mesh particles aren't smooth as expected, but jumpy. These particles behave as if they are using a flo ...
If a mesh is duplicated within a blueprint components panel, it will be invisible in the viewport, the transform widget will incorrectly align itself and refrain from moving, and if the transform wi ...