In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...
When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...
When scaling down the character in the Game Animation Sample to 0.1 (Actor Scale or Mesh Scale), the lower body becomes crouches, not taking into account the difference in pelvis and foot difference ...
Launch on to tvOS crashes the app on the device and returns the user to the main screen. This also affects packaged projects Update Project packaged in shipping configuration launched successfully ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
This is a regression. Tested in //UE5/Release-5.0 CL20979098 Behavior Tree appears to tick nodes to the right of an aborted node that is set to abort Both. Those nodes are not executed, but visuall ...
If Entering sleeping state and applying external force are same time, the external force is nullified and the vehicle stops immediately. p.Chaos.Solver.SleepEnabled 0 or __ setting SleepLinearVel ...
Attempting to build lighting will stay at 0% and eventually fail if there is not internet connection for the computer. ...
Short duration sounds (< 1.0 seconds) trigger a check on max distances by sound nodes in a sound cue. Sound cues which use SoundNodeParamCrossFade are reporting 1.0 as the max distance and thus resu ...
Found on: //UE4/Dev-VR CL-2967563 Often, meshes will render completely black in one eye on the OSVR. This seems to affect close meshes more frequently than far away ones. Sometimes the meshes flick ...