The node wires in this project's MyCharacter blueprint do not animate during PIE. This also occurs with the NPC and AI Blueprints the first time you PIE, but the second time they animat as expected. ...
When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...
An event at frame 0 of a sequence does not seem to get called when using "SetPlaybackPosition 0" to reset the playback position to the start. This seems to be a regression. 4.17.2, the frame 0 even ...
When a room component is added in C++ via the actor constructor, an ensure is triggered from precaching and the groom component. Behavior also observed on UE5/Release-5.5, CL: 40988944 ...
When using Diff Against Depot to see changes made to a file since it was last checked in, changes made to the AI Controller default property are not displayed under the defaults section. Found in ...
When using the Retopolgize tool on a landscape that is utilizing the Landscape Grass Tool, any pre-existing grass types will begin to float and transform their locations. The only way myself and th ...
Masked Materials have become more expensive in 4.13 and internal builds than in 4.12. Images attached for demonstration along with test map using the bush prop from starter content. Tested with ...
There are multiple issues with the code at present 1) The animation preview world listener is not updated. This can be solved with the following override on AnimationEditorViewportClient (Following ...
When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...
Using a post process volume with lens flare and a bloom enabled do not appear functional in split-screen multiplayer. Other selections in the PPV work as intended (ie. Fringe, Ambient occlusion). ...