The server is not seeing the correct walking animations on each of the clients and after doing some digging, we found that the Pawn->GetVelocity() function is returning something drastically smaller ...
Lightmap density of imported fbxs will be offset when lighting is built. Working as expected in 4.19 CL# 4033788 Found in 4.20 CL# 4369336, 4.22 CL# 4433008 This is a regression ...
There is a duplicated block of physics replication code in PhysScene_PhysX.cpp https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...
FHighResScreenShotConfig::Init() sets the materials only in the Editor, due to a #if WITH_EDITOR block. However, the FViewport class exposes the TakeHighResScreenShot to non-editor builds as well, l ...
The return pin for the "Get Max Material ID" function is incorrectly named "Enabled" when the function returns the MaxID. See \Engine\Plugins\Runtime\GeometryScripting\Source\GeometryScriptingCore\ ...
When called from Python, in 5.1 the load level invocation results in a kernel panic style crash of the editor, with a message about the map leaking memory and not being able to be garbage collected ...
Ensure will trigger when undo reverts text to default value. "This triggers an ensure because the undo ends up calling SKismetInspector::ShowDetailsForObjects(), which forces the keyboard focus to ...
In the world settings of any level, changing the max undilated frame time to a negative number results in the editor crashing. ...
After cooking, If user installs same project which contains drawing material via DrawTile function in HUD, is not displayed in es2, with MobileHDR off (verified on android device) DrawTile script i ...
Merge an actor that contains Instanced Static Mesh components will reset to 0,0,0. The Instanced Static Mesh components must be set using the Add Instance node through the Construction Script for th ...