Separate out GameApplication onCreate additions always needed vs non-PSO processes by adding <GameApplicationOnCreateAdditionsAlways> for current case and moving <GameApplicationOnCreateAdditions> t ...
The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...
When using an InstancedStaticMeshComponent with PerInstanceCustomData, the number of float elements in the "Custom Data" array should always be equal to NumCustomDataFloats multiplied by the number ...
On the details panel of the StaticMeshLocation module, when expanding the dropdown of the MeshParameterBinding property, user parameters of type StaticMesh don't show up (only those of type "Object" ...
When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...
Hit testing for widgets contained within a RetainerWidget does not correctly account for rotation applied via render transforms . While the content renders with the expected rotation, hover and clic ...
FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the Game ...
When a Level Sequence’s Camera Cut track with When Finished = Keep State is played, the “original state” is persisted into the PreAnimatedStorage array inside FPreAnimatedCameraCutStorage. From the ...
This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...