Context ActorComponents can schedule an end-of-frame update for themselves by calling UWorld::MarkActorComponentForNeededEndOfFrameUpdate. The UWorld will iterate all those actor components once pe ...
When switching the Camera's Exposure Metering Mode from Manual toHistogram, the exposure level resets and takes time to settle. The Licensee has a proposed code change that would fix this issue. Als ...
When switching the Camera's Exposure Metering Mode from Histogram to Manual, there is a single-frame flash. The Licensee has a proposed code change that would fix this issue. Also found in 5.4, CL 3 ...
This seems to be a timing issue. When using an anim BP this does not happen, and when switching meshes through an event track setting the track's event position to At Start of Evaluation resolves th ...
Running the ResavePackages commandlet will consistently result in a crash. The callstack is here: Assertion failed: !IsRooted() [Link Removed] [Line: 265] UnrealEditor_Engine!UMaterialInterface::P ...
CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...
Cumulative patching is implemented by copying the generated pak files during staging of the base and each patch to the Releases directory. When creating a patch, all of the pak files from the releas ...
When an Actor is duplicated in the editor inside a world partition level it maintains references to the Actor it is a copy of. This can cascade, i.e. Actor C, which is a copy of Actor B which is a c ...
When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...