Properties that uses DOREPLIFETIME_ACTIVE_OVERRIDE (ex. RepRootMotion ) will also skip replication when an actor channel is newly opened. This means that if the variables on the server side do not c ...
Diffing a Blueprint does not currently work when looking at previous commits. The diff appears to be looking at pointer files instead of the actual Blueprint files themselves. When using the Git LF ...
\Engine\Build\IOS\AppleWorldwideDeveloperRelationsCA.pem is out of date. This causes a warning to appear when submitting app. Workaround: Install latest WWDR ( https://answers.unrealengine.co ...
When declaring a variable to be private, any instances of that variable being changed in child blueprints (before hand) will remain as they were before the variable was declared as private. However, ...
Regression when using custom stencil with in-editor mobile preview. This does NOT reproduce in MAIN at CL 9730599 ...
LyraHealthComponent has an OnHealthChanged callback that is executed whenever a character takes damage. One of the parameters is Instigator, but that is never set properly in the current version of ...
This is only happening with gamepad buttons it appears. This is likely not Lyra specific, but has something to do with how the state of gamepad keys are being evaluated. I think that it may be becau ...
A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...
In a transition rule, the time assessed in "Time Remaining Ratio" Node does not include/factor time from the Pin Sequence of the animation node. For instance, if the original animation is 20 frame ...
Including VoiceInterface.h causes compiling to fail until you include OnlineSubsystem.h in the same file. This is not expected because VoiceInterface.h is part of the OnlineSubsystem module which ...