Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...
There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...
When a uasset is renamed it does not appear to take into account case changes. If the asset is renamed in the editor to the same name with different casing, the asset as seen in the file directory w ...
We currently overlook local variables being collapsed into new function and/or macro graphs, where they are no longer in scope. Current workaround: Manually delete local variable "get" and "set" no ...
The interpolator in each function call does correctly compile it's input to a temporary, but as there's only one actual expression node, each call stomps the temporary data so the final CompileInput ...
Entering an Audio Volume that has a Submix Send set to Pre Distance Attenuation and using a Convolution Reverb causes severe audio glitching. Does not occur if Send is Post Distance Attenuation. Doe ...
Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...
It seems to have occurred since UE4.23, and the cause was the following part of "ParticleModules_Location.cpp".//From UE4.23 if (bOrientMeshEmitters) { //We have the mesh oriented to the normal o ...