If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
Two instances of the same level sequence playing audio will cause the audio to stop playing. ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
RenderTrace plugin does not appear to have been updated for a change that moved the GPUScene out of the View buffer to its own uniform buffer. (CL 24027890) The test project is based on FirstPerson ...
The function "FMaterialDerivativeAutogen::GetFunc1ReturnType(...)" does not have a case for "EFunc1::Exp2". Also found in Release-5.4, CL: 331987674 ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...
When placing static mesh foliage and setting the foliage mesh's Collision Preset to Block All, the placed meshes do not consistently block parts of the nav mesh. Expected: Placed meshes (for examp ...