The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...
If trigger execute is called in Blueprint, it will fire every time the sound recovers from being virtual, even if it has not been called again. See video example: [Link Removed] Also occurs in Re ...
BlockingVolume is not working once packaged while using the Frozen Core map from Infinity Blade: Ice Lands. BlockingVolume is working if you manually add it to Infinity Blade: Ice Lands. This has be ...
if the build error is not reproduced, please open another material. Error from 4.21.2 version [Image Removed] Error from 4.22 preview 7 version [Image Removed] This is reproduced in Win10 Enter ...
Going to an earlier point of a replay does not update to previous visibility state on an actor that was switched to not visible during demorec. Reproduced in 4.9.2 binary and Main (//UE4/Dev-Main C ...
The DestroySession node fails each time it is called, and the session is never destroyed. Found in 4.14.0 CL# 3195953 Reproduced in 4.13.2 CL# 3172292. Unable to test in 4.15 Main CL# 3205566 due ...
The function "FStaticMeshLODResources::GetResourceSizeEx(...)" does not take into account that the buffers might be emptied, due to Mesh Streaming. This causes "obj list" to report sizes larger than ...
Hidden shadows aren't rendered when ray tracing is enabled. Found in 4.25 Preview 2 CL#12055273 Reproduced in 4.23.1 CL#9631420, 4.24.3 CL#11590370, 4.26 Main CL#12123513 ...
The issue is encountered when streaming a world partition an actor with an AChildActorComponent which generates 2 instances instead of one when run as a client in the editor. This behavior does not ...
When character input is defined in code, adding a call to the Get[AxisMapping] node in blueprints causes input for the specific mapping to fail. Note: This only affects code based input, Blueprint ...