We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...
When FLODUtilities::RegenerateLOD retrieves the ClothBindings, it does not account for disabled cloth sections getting stripped and can connect the Cloth Data to the wrong sections. See FillCloth ...
Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...
Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...
Copying and pasting audio subtracks will paste the parent track and its subtracks not just the selected subtrack. ...
Dropping audio assets onto audio subtracks in the timeline adds them to a regular audio track instead. ...
Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...
If use Get Start/End Frame (Seconds) with GetStartFrame has a section isBounded is False, eg 3DTransformSection, editor will be crashed. Specifically, a following code occur crash. inline FFrame ...
When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...