Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...
When packaging a resized structure array it changes the array value to a large incorrect number. Testing the struct in PIE yields expected results. ...
When simulating physics on multiple objects, they appears to jitter and shake on the client. This can lead to differences between the server and the client. This is especially show cased when runnin ...
It is currently not possible to set variable values of an actor component, instanced in the level, by using the "details" pane. The Actor's construction script will only evaluate the variable defaul ...
It has no problem in 4.18 ...
Stub functions generated for unconverted assets as dependencies of nativized assets do not properly handle output parameters (the result is not assigned after the ProcessEvent() call). Suggested fi ...
Reported on UDN (see Additional Info URL). Looking at code, we call USkeletalMesh::AllocateResourceForRendering for every LOD, but we should only call it once. Need to check if our SkelMeshMerge t ...
The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...
Although it is a scene with little cost, the value of Draw value syncs to the value of Frame value on iOS device. If it is less than 60 fps with t.maxfps 30 etc., this problem will not occur. Proj ...