When a Material Layer is removed from a Parent Material, the Parent Material updates correctly in the viewport, but any Child Material Instance do not update correctly in the viewport until the Chil ...
When a Material Layer is added to or removed from a Parent Material the layer changes don’t automatically propagate to Child Materials correctly even if the Parent Material is saved. The Child mate ...
Audi has [Link Removed] saying they cannot duplicate graphs in a game build. They are off launcher, not a custom build. Slack thread [Link Removed] ________________________________________________ ...
We received a report from a licensee that UProceduralMeshComponent cook is not deterministic. This is related to the ProcMeshBodySetup member and the fact the UProceduralMeshComponent code changes t ...
When continuously transitioning to UMG animations that have a track targeting the same material parameter within the UUserWidget::OnAnimationFinished event, the number of source inputs to UMovieScen ...
The replication graph will wait until the client acks the close bunch and the actor channel is cleaned up to remove the channel from the ActorInfoMap (see UNetReplicationGraphConnection::NotifyActor ...
Summary When using the Level Instance Property Override system, overrides applied to `AActor::Tags` are silently lost for Blueprint actors whose Construction Script assigns or appends to `Tags`. The ...
In game sessions when the value for world time becomes large enough we start running into floating point precision issues. These issues can easily be seen in materials which do periodic animation b ...
When validating a change list that contains an actor that references the level script in the world (e.g. it has an event bound on the level script graph) it will fail changelist validation 100% of t ...