When Simulating, or Playing-In-Editor and ejected, modifying an actor in the editor world causes the SIE/PIE runtime actor to recreate its blueprint added components via AActor::RerunConstructionScr ...
The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...
The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...
From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
[Link Removed] Original issue shared on UDN: [Link Removed] ...
Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...
When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...
Placing a section at the very end of a montage with no duration or animation assigned after it is not properly handled. Normally sections with 0 length are skipped and search continues since they ...