No problem with 4.22.3 ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
The following code causes this behavior.// NiagaraSystem.cpp for (FNiagaraEmitterHandle& EmitterHandle : EmitterHandles) { EmitterHandle.ConditionalPostLoad(NiagaraVer); if (!EmitterHandl ...
[Image Removed] It's just storage waste. Because those assets will be never loaded on runtime. ...
Sequences that end on a subframe will not evaluate past the last whole frame, preventing events from triggering that should. ...
Actor rollback state saved and restored by the replay system for placed actors in the level does not take into consideration per-instance replicated components, so they won't be recreated when the a ...
Renaming a Blueprint variable loses override in grandchild Blueprint. Modifying and saving the BP_Child fixes the issue with BP_Grandchild losing overrides. ...
It was reported on UDN that it's possible to receive an RPC for an actor before the actor itself has replicated. The net driver tries to prevent this possibility by calling ReplicateActor in UNetDri ...