The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function. The licensee reports that the pro ...
If a Character has active root motion while walking (animation root motion OR a Root Motion Source), and this root motion causes vertical motion that "lifts off", it's possible for the Character to ...
The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
If a user-defined struct-type variable is declared in one Blueprint, and that variable is then indirectly accessed in a second Blueprint through a reference to the first Blueprint, modifying the str ...
There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...
The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
When recording shape information, descriptions are offset from the shape. Licensee Message - I noticed that the capsule vis log description labels were not lining up after replaying the recording ...
Test content for this bug is in the /EnhancedInputTesting/UE_268605/EnhancedInput_UE268605 level in QAGame! When a widget blueprint is created with Enhanced Input bindings in the event graph, whe ...
FWebBrowserWindow::UnbindUObject on iOS is not implemented yet. IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...