When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
The void function UButton::RebuildWidget() does not call PressMethod when rebuilding the widget. Tested 4.19.2 (CL- 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4537669), 4.22 (CL - 4531805) ...
It seems that the first time an animation is played, the character pop into place. ...
The code in GameplayTagContainer.cpp has code for generating debug strings representing tag queries. Compare the code in EmitTokens in all other queries to the code in UEditableGameplayTagQueryExpre ...
IE_Released is called when switching between the Game and UI input modes, despite the button being still held. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4527422), 4.22 (C ...
There has been a report of a consistent crash of the binary Editor on launch when it is being launched on an iMac Pro. Additional information from two separate reports about this crash seem to indi ...
The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...
Changing levels with ClientTravel() breaks ability to activate sequence. Client Travel API: [Link Removed] Confirmed in 4.22 MAIN at CL 4503321 ...
Starting a hot reload by clicking the Compile button in the Editor fails after adding a Static Mesh Component to an Actor code class. This only occurs in the binary version of the Engine, and only i ...
The alignas keyword is not usable with a USTRUCT. It can be used with a normal struct. ...