There is some unexpected behaviour around GameFeature Plugins (GFPs) when packaging with chunking enabled most noticeable when using PrimaryAssetLabels (PALs). Firstly, PrimaryAssetLabels do not ap ...
Physics isn't disabled on Destructible when Simulate Physics is set to Disabled. The Destructible seems to only be set to sleep and will wake if the player or any other physics object touches the de ...
A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...
Sound repeated at initial frame only on 4.27. it was worked fine on 4.26 and 4.25 It is probably a side effect caused by the sequencer changes below. Sequencer: Move Finalization phase back onto ...
Camera resets to default height on player movement in the X+ direction after capsule size change. User Description: If I change capsule half height to lower than 96, for example to crouched half h ...
The transition ratio getter simply uses ElapsedTime/Crossfade for the alpha on the transition. Normally this is sufficient, although if you blend between two states A and B such that you interrupt ...
Another thread: https://answers.unrealengine.com/questions/241358/amd-cpu-very-low-performance-because-ixaudio2sourc.html Note: This not a regression and has existed since our first implementation ...
When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static m ...
Instance Static Mesh element is not rendered if array element is removed and another is added. The collision is still present and the instance count will still register as if the non-rendered elemen ...
In this situation, a FRuntimeFloatCurve UPROPERTY is stored in an Actor Component called CurveComponent. A Blueprint of MyActor (A subclass of AActor) is created and the CurveComponent is added to t ...