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 ...
If both assets have the same schema (StateTreeComponentSchema), but the root tree has the Context Actor class set to Character and the linked asset is using a Context Actor class of Pawn. So the sch ...
FCustomizableInstanceDetails::FillChildrenMap() unconditionally registers parent-child relationships via __ParentParamName metadata without verifying the parent exists in the active parameter list. ...
Using the mesh reshape node with seperate meshes produces a broken mesh. An example project: Most if not all clothes will be originally made to fit the Average Male body. I'm trying to morph a tu ...
When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...
The engine is crashing when the user tries to export from a persistent level with a sub level that contains a level instance. ...
When a control is renamed after it has already been animated in a sequence, the control curve name map needs to be fixed up. Once it is fixed, selecting the control in the world will not map the sel ...
When using a No Primary Result Chooser that contains an FGameplayTag parameter, an Evaluate Chooser node using that chooser will cause a compilation error: LogBlueprint: Error: [AssetLog][PathToPro ...
When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...
FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...