Context: Some ActorComponents can schedule end-of-frame work which UWorld executes later in the frame in UWorld::SendAllEndOfFrameUpdates(). By-design it appears that it's not allowed to schedule mo ...
When selecting an actor in the viewport, some AMD GPU users are reporting that the selection outline is not visible. Rolling drivers back to 17.1.1 correct the behavior.| Two EngineQA tester have ...
The PackageMap / NetGuidCache appear to get into a bad state on Clients if the Server toggles level visibility of a sublevel. This can affect currently connected clients, as well as clients that jo ...
Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...
When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...
It's reported that all Tick functions are skipped on the first frame when running in packaged builds and standalone PIE. This is because both TickVisitedGFrameCounter and GFrameCounter are initializ ...
Starter Content's "P_Explosion" does not successfully convert to a Niagara System - incorrect loop, spawn, sprite size, and collision behaviors Changes needed for / issues found with each emitter:A ...
Physics Constraints do not have the same values if they are part of an 'Always Loaded' level. They will work correctly in the Persistent level and a level that is Streamed in. This becomes problem ...