I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...
UAIPerceptionSystem::Tick() is not called after level reloading. When Debugging, UAIPerceptionSystem::CurrentTime is always 0, and UAIPerceptionSystem::SourcesToRegister always contains sources to ...
When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...
Using multiple Sub instances with root motion does not behave as expected. With both the parent and sub instances set to 'Root Motion from Everything': In 4.22, too much root motion occurs. In ...
IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
When look at stats in Unreal Frontend, can see the events that run in the function. It work in 4.21, but it doesn't work in 4.22. ...
SynthComponent does not execute OnStop() after calling Stop(). OnStop() will be called in PumpPendingMessages() via OnGeneratePCMAudio(). But after stopping the AudioComponent, the procedural Sound ...
When switching to a sequence where the current time is not in the target view range the PreAnimatedState of the new sequence will be saved before restoring the PreAnimatedState of the old sequence. ...
This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...