Mesh paint is for painting the vertices of a mesh, but in part uses physics collision queries to detect hits and search for vertices. (see FMeshPaintGeometryAdapterForSkeletalMeshes::LineTraceCompon ...
The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...
Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
It breaks only when compiling the preview shader. Adding a preview weight to the Layer0 on the Layer Blend node fixes the problem. The source of the bug is in UMaterialExpressionLandscapeLayerBlend ...
Paper Sprite actor set as a Default Value in a Blueprint Struct is set to none, when the sprite is renamed, saved, and the Engine is restarted. ...
When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...
State Machine events "Left State Event" and "Fully Blended State" not firing when animation is sequence is playing at the moment you enter/leave the state. ...
When the user attempts to connect delegate pins that don't match, they received a confusing mouse tooltip message that simply reads "Delegate is not compatible with Delegate". Suggested fix: When ...
Spelling error of Use Continuous Goal Tracking Boolean "continuous" in Task Node "Move to Location or Actor" ...