Pooled memory will not be reclaimed from emitters with disabled LODs if Disabled LODs Keep Emitter Alive is checked. ...
The processing related to WindDirection in AnimDynamics( in FAnimNode_AnimDynamics::PreUpdate ) does not consider other than ComponentSpace.// Setup wind data Body->bWindEnabled = true; Scene->Get ...
When executing "ShowFlag.Rendering 0", it occur the memory leak because it can't run RHICmdList.ImmediateFlush(). The following code is a workaround. DEC_MEMORY_STAT_BY() is ImmediateFlush. Witho ...
This appears to be tied to the integer time conversion. Converting in MovieSceneToolHelpers::CopyKeyDataToMoveAxis does not account for frame rate when converting tangents. I tested multiplying the ...
In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...
When using a combination of Scale box, Invalidation box, and split anchors it can cause the child widget(S) of the invalidation box to jitter/shake. ...
Camera shake oscillations with blend out time do not play their full duration in sequencer. ...
When using a constraint to disable collision between the constrained bodies, collisions are not ignored if the constraint is part of a streamed in sub level that does not block on load. This also oc ...
When MovieSceneObjectPropertyTrack is added from BP or Python, PropertyClass of UMovieSceneObjectPropertyTrack becomes null, so it crashes with the following processing of SPropertyMenuAssetPicker : ...