The implementation of UKismetArrayLibrary::GenericArray_Shuffle() will generate certain array shuffle results more often (up to three times as much) than others, rather than having a roughly equal c ...
This is a common assertion that has occurred since at least 4.14 and affected nearly 100 users. The callstack is similar to [Link Removed], which was marked fixed for 4.14. User DescriptionsUndoi ...
Skeletal mesh's physics collision lag behind the actual mesh. It didn't matter if there was just a root bone or multiple bones/constraints. This doesn't happen when using static meshes. The effect ...
Much like [Link Removed] (which I'm backing down on my by design claim), there is an issue where if you previously referenced a component that no longer exists, the correct instanced subobject is lo ...
Primarily visible at very low internal resolutions (25-33%), the SSS checkerboard with an RGB scene colour format (r.SceneColorFormat 3) causes a double-image artefact both internally and on the sil ...
When recording shape information, descriptions are offset from the shape. Licensee Message - I noticed that the capsule vis log description labels were not lining up after replaying the recording ...
Context The Gameplay Ability System lets devs specify numerical attribute properties in UAttributeSet subclasses. Although the preferred attribute property type is FGameplayAttributeData, GAS has l ...
This is a trending crash coming out of the 4.17.0 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack shares some similarities to an older 4.14 ...
User reports that the reason for the crash is that because UpdateSpline is false on the AddSplinePointAtIndex blueprint node, this line is never called [ReparamTable.Points.Reset(NumSegments * Repar ...
The problem seems to come from a notify having its LinkedMontage set to null when RefreshBranchingPointMarkers() is called. IsBranchingPoint() fails in this case, so it's never registered as a branc ...