In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...
Actors should check if they have any pending latent actions before automatically destroying themselves. ...
Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...
When EnabledRootMotion and Process Root Motion are both enabled for an animation with root motion, scrubbing an animation does not match the result of playing the animation. The playing animation al ...
There is some strange issue with CCD where constrained CCD objects can get velocity nulled when hitting things while constrained, its very hard to reproduce normally in engine but happens often in V ...
When using the middle mouse button for panning in a graph editor, the zoom/pan transition effect will not cancel before completion due to manual input, leading to UI/User competition in an undesirab ...
The watched values of a level instanced ABP do not update if a.ParallelAnimEvaluation is enabled. ...
The sRGB flag is enabled when importing hdr files. This is disabled in PostEditChangeProperty, but remains enabled if we do not edit the file. I think the sRGB flag should be disabled for hdr image ...
BP instances placed in level cannot have their components' collision profiles modified to anything other than default and custom. Note that this did not occur in 4.22 (after applying the separate ...
If any skeletal meshes are not displayed, it stops increasing. Allocation count of uniform buffer is stable. added on February 26 Followings are an additional information from licensee. FD3D12 ...