Character jump height is dependent on framerate, where lower framerate can result in reduced jump height. ...
I can reproduce it, other developers reported to me too. Not a problem in 4.22 ...
Licensee reports 2048x2048 scene capture rendering causes on-screen flickering, that disappears when a 512x512 resolution is used. ...
The Export map will properly be updated but the creation of the import will fail with SourceIndex == INDEX_NONE From MarcA: I'm guessing the import source index is always none for native classe ...
One of our licensees encountered this issue. Landscape normal is calculated differently on GPU vs CPU. See screenshot below: left is GPU (with Edit Layers enabled) and CPU (Layers disabled) [Image ...
All FName in transaction diff will be reported as modified if ordering isn't properly maintained making the proper uses of undo client `MatchesContext` not properly accurate ...
See repro steps. The phantom references can be fixed by recompiling the child BP and saving it. Note that just loading ChildBP2 does not fix/remove the reference during compile-on-load, so it's a ...
Recording attachment will can add multiple sections to an attach track in Take Recorder. ...
MeshCurrSamplingBonesBuffer already has scaled bone transforms, but these scales have not been cancelled out when using local space. ...
The message in ensure is below LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: (FMath::Abs(1.f - M.GetScaledAxis(EAxis::X).SizeSquared()) <= (1.e-4 ...