The construction script for a custom actor blueprint does not execute after drag when the scene component is selected. Tested in 4.21.2 (CL - 5660361), 4.22.1 (CL - 6063286), 4.23 (CL - 6248266) ...
If Level LOD changes to a different LOD while first is loading, LODIndex breaks. ...
Licensee has brought into question the difference between NavMovementComp::bUseAccelerationForPaths Vs. CharacterMovementComponent::bRequestedMoveUseAcceleration. This led to a discussion in a Supp ...
FAnimInstanceProxy::LODLevel isn't initialized before it is used in PreUpdate, causing UB on the first call. ...
During compile on the fly if the evaluation field is invalidated SubSectionField data will not have been properly serialized and the meta data will not be populated correctly, as the custom serializ ...
TriggerMontageEndedEvent is calling RemoveAtSwap after the NotifyEnd callback which is not safe if the ActiveAninNotifyState array is modified by the callback. WorkAround: Add a Delay node befo ...
Licensee is experiencing an issue where GetTeamAttitude is being called before the AI Controller's Construction event. This results in the warning "GetTeamAttitudeTowards - Pawn is null!" being outp ...
None of the logging that is created when packaging a project appears in the Output Log. The following output, for example, does show up in the terminal window but it does not show up in the output ...
Using the python commandlet to spawn actors within a Map and then saving it causes a crash in the commandline. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 6338849) ...
Having an Animation Blueprint open when rendering a movie using "Render CustomDepth Pass" via Sequencer causes the Animation Blueprint Preview to be rendered rather than the cine camera actor set in ...