According to information from the licensee, the else clause was added to "FSkeletalMeshLODModel::(GetClothMappingData()" at CL 4437969 , but if it is the cloth data existing from 4.20 or earlier, it ...
Movie scene float tracks to not blend when adding new keys through the add key button if the value comes from outside sequencer. This is a result of a change introduced by CL: 4997300. ...
LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming. This issue does not occur with Editor play, only with Launch or Packaging and Play. Accordi ...
This problem occurs when we use the Eye Adaptation node for calculations. Also, it does not seem to happen in 4.21. ...
Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...
The motion controller component does not appear to update it's location if was created in a C++ project. regression: This appears to work as expected in the 4.21 release of the engine ...
When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...
Attempting to build the Engine using the Debug Editor configuration results in a build failure related to a string literal (error C2338: Formatting string must be a TCHAR array.). There are three ch ...
A crash occurs after adding an additional camera track, undoing the additional, and then calling garbage collection Appears to be the same callstack found here [Link Removed] ...
This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...