We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway. This caused problem that when we blend out a rootmotion anim, it will ...
Particle Systems Feed Boroken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, ...
When you add a parameter by doing DUPLICATE of an existing one, the new settings don't take effect. (Adding parameters and other copy/pasting seems fine as far as I can tell) I verified this at EGJ ...
Upon creating a new landscape that uses a material with displacement and tessellation, the landscape and its respective components will flicker. The flickering can be removed when you begin sculptin ...
Save On Compile options in the Compile dropdown menu are grayed out in the Level Blueprint. If Save On Compile is not an option for the Level BP, it might be helpful to have a separate tooltip expla ...
Pawns using Floating Pawn Movement will teleport to the location specified in Move To Location. From fix CL 2619989: "Fixed FloatingPawnMovement component's issue when controlling AI pawn. Basicall ...
FRotator::SetClosestToMe(FRotator) doesn't set the correct value. Attached are files with the demonstrative code. Found in 4.23.1 CL#9631420 Reproduced in 4.24 Preview 4 CL#10570792, 4.25 CL#10520 ...
SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...
After adding a new Camera Actor Component within Blueprints to an existing Spring Arm Component, the Camera Component adopts the location settings , but does not set its location within the viewport ...
Character animations do not replicate when the character is attached to another actor. Setting the other actor to Replicate and Replicates Movement does not seem to make any difference. Reproduced ...