It looks like a component will have a velocity calculated and saved when animated by a sequence during a level save. ...
UAIPerceptionSystem::UnregisterSource according to its documentation should treat Sense == null as targeting all sources, but the code for removing pending sources does not treat Sense == null as th ...
This occurs because ObjectPropertyNode.h will only check if a category is hidden for it and its subclasses. It should also be checking the parent's categories if it's an edit inline component. ...
If a level instance uses different runtime settings then it can override the main WP's runtime settings with UWorldPartitionRuntimeSpatialHash::ApplyCVars Runtime settings:GRuntimeSpatialHashUseA ...
The docs mention: "When a streaming Level is set to Always Loaded, it is loaded together with the persistent Level. It also becomes visible at the same time as the persistent Level. It ignores strea ...
When playing Montages with Root Motion, the sub stepper extracts root motion transform in small increments. If a Branching Point exists within the interval being extracted, the extraction range is s ...
We’ve run into some unexpected behavior when combining SetGamePause(true) with Level Sequences. When calling SetGamePause(true) while a Level Sequence is playing, the visuals pause correctly, b ...
As described by the licensee, the const CDO contract is being broken on ChaosWheeledVehicleMovementComponent. The issue the licensee is facing is that by spawning cars with different configurations, ...
While not a major issue in and of itself, this can cause considerable headaches for materials where sampler counts in 5.1 were at 15/16 or 16/16 and when upgrading to 5.2 are now exceeding the built ...
If a character with a cloth simulation or a mesh with a cloth simulation is in the scene there is wind force that is being applied to the cloth. The only way to remove this is by setting a Wind Dire ...