When an actor that can be stood on and jumped off of is moved in a sequencer it's inherited velocity doesn't scale with the Sequence play rate. If you jump in the opposite direction the cube is goin ...
Mesh Painting Texture Paint tool can miss some pixels along UV seams, even with "Enable Seam Painting" set to True. This appears to be because of the difference between rasterization and sampling. ...
Pressed, Released and Clicked should be fired in the same manner w/wo Use Mouse for Touch option. These three events are fired at the same time when enabling the option. [Image Removed] ...
Changing levels with an auto-released particle system will cause cooked builds to crash. This is a regression. This crash does not occur in 4.25 ...
the reproduce video and project are in the slack links: Slack Link: [Link Removed] ...
Any active events fire at frame 0 when the sequence loops ...
Crash copying a Static Meshes primitive collision member and pasting it on another element. The pasted element seems to need at least 2 members for the crash to occur. User description: Editor Cr ...
[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...
While other inputs are set up for the Character BluePrint, the inputs for Jump are missing so that, even if the user enters Action Mappings for jump under project settings, the character may play t ...
Placing a character that reference to a reparented AnimBP(created as a child of thirdperson, then reparented to AnimInstance) crashes editor after reopening the project. If you already had that charac ...