Licensee reported problem via UDN. Context GameplayCues ('cue') are events that can be fired by game code, that are identified via a GameplayTag. Cues can be instantaneous or can be a state on any ...
Whenever we have a non zero setting for r.VT.SplitPhysicalPoolSize, then mesh painting doesn't function correctly. ...
The show flag for ZoneGraph lives in the ZoneGraphEditor module, but it is used for debugging at runtime by the main ZoneGraph module. There are protections around the type of build and some for EDI ...
Vehicle Template vehicle with added Thruster Configuration to its VehicleMovementComponent will be affected by force relative to the distance from the origin. At around 200000 the force is enough to ...
When a "Water Body River" is added to a Scene with a Landscape, eleven Render Targets are allocated for the water rendering. These Render Targets are sized according to the resolution of the Landsca ...
This issue occurs when clicking on the Rebind Possesable References action in a Level Sequence editor. The component reference appears missing and won't work anymore. It is worth noting that when ...
AddEndpointsFromConfig from Telemetry.cs is searching for StudioTelemetry.Provider.Horde. This appears to be out of sync with StudioTelemetry.Provider.HordeAnalytics mentioned in BaseEngine.ini. ...
When modifying the name of a gameplay attribute that is used with a modifier on a gameplay effect, attempting to remove/change the modifier causes an editor crash. This appears to be due to line 29 ...
When you select multiple notifies and attempt to replace them with another notify using "Replace with Notify", it will sometimes replace other random notifies and not the ones you have selected. ...