Changes in Scale are not replicated on the Client through RPCs

UE - Networking - Apr 27, 2015

Changes in Scale are not replicated on the Client through RPCs. Location and Rotation are replicated as expected. Reproduced in 4.7.6 binary and Main (//depot/UE4/Promotable-CL-2522625) ...

New Relevant Anim Time Transitions not working initially

OLD - Anim - Sep 16, 2015

Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...

'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly

UE - Gameplay - Apr 22, 2015

'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly. User Description: The "Is Case Sensitive" option when you use a switch on string function in blueprint doesn't wor ...

FVoiceSerializeHelper doesn't add references to AudioComponent instances

UE - Networking - Apr 28, 2015

"FVoiceSerializeHelper doesn't add references to AudioComponent instances" ShooterGame crashes when following the repro steps provided by the licensee, listed below and on the UDN post. Crash image ...

Odd behavior when moving a large number of assets

UE - Editor - Content Pipeline - Content Browser - May 18, 2015

User is experiencing his PC running out of memory when he does large move/copy operations in the content browser. There are a few issues with this process. The first is that attempting to drag any ...

“Receives Decals” is not respected on Procedural Mesh Component

UE - Graphics Features - Oct 14, 2022

(Enduring Games) I investigated it and found that the following primitive data flag test in BasePassPixelShader.usf fails: (GetPrimitiveData(MaterialParameters).Flags & PRIMITIVE_SCENE_DATA_FLAG_DE ...

Spline component that is altered in the construction script cannot be referenced by the Event Graph

UE - Gameplay - Blueprint - Apr 21, 2015

A Spline component that is altered in the construction script cannot be referenced by the Event Graph. ...

[MetaSounds] - Sound Waves used in composition cut out after GC in packaged game if the reference graph uses a literal input

UE - Audio - MetaSounds - Mar 18, 2022

When a Sound Wave is set on a referenced node, and that node is used in composition, the Sound Wave will cut out after some time. This does not occur if the reference node uses an Input node for the ...

Gameplay Tag Query on Actor Component cannot be editted normally on instances

UE - Gameplay - Gameplay Ability System - May 23, 2024

A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...

Networked Root Motion Sources can experience desynchronisation that is not present in animation root motion under forced adjustment

UE - Gameplay - Player Movement - Feb 13, 2024

In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...