An animation can display an incorrect frame upon having its visibility re-enabled, resulting in a noticeable flicker. This can be prevented by setting the mesh's 'Visibility Based Anim Tick Option' ...
Copying a gameplay tag variable setter from a blueprint into a level blueprint fails an assert in UGameplayTagsManager::GetCategoriesMetaFromField. ...
Assertion failed: Pair != nullptr [Link Removed] [Line: 566] UE4Editor_Core!AssertFailedImplV() [e:\unrealeditorplaydead\engine\source\runtime\core\private\misc\assertionmacros.cpp:105] UE4Editor_C ...
Clang physx builds in 4.23 seem to be broken due to a change of GuPersistentContactManifold.h including #pragma warning and no longer ending in a new line. ...
The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...
Creating a static mesh from a procedural mesh does not preserve simple collision or collision settings. ...
When using a sub anim instance, the instance will continue to update/evaluate even when its value is not currently contributing to the final pose. ...
Licensees are reporting app rejections from Apple with the message "Your app includes TrueDepth APIs. However, we were not able to locate any features in your app that use TrueDepth APIs." ...
When AnimBP and Blueprint Interface was added to the AnimBP has same name function, compiling AnimBP occur crash. ...