Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...
The details are in the EPS : [Link Removed] ...
When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...
A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...
Content is Missing from Cook warnings are warnings reported at the end of cook phase of a project's data build. They report that data used by a cooked package will not be available at runtime. This ...
An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...