The Vertex Interpolator Material Expression appears to collapse separate instances from separate Material Layers, leading to visual artifacts when used. Also tested on UE5_Main, CL: 34200103 ...
Unless a property is set to REPNOTIFY_Always, we compare the property's received value to the current value on the client before calling the OnRep function. However, when determining if a fast array ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...
IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...
This may possibly be due to FReplicationWriter::CanSendObject waiting for CreateConfirmation. ...
Conversation moved to Comments to allow for public visibility. ...
There is currently no simple way to do a deprecated variable fixup on native variables that are set by a blueprint class. For a simple variable rename, CoreRedirects can be used and will work proper ...
SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...