If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...
From a UDN Customer. When switching a control rig's access specifier from public to private and vice versa, the options of the combo box does not hide after the selection, it stays open until you p ...
Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed]) If rebuilding the Nanite data, the bug gets fixed until the user sta ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
GameplayCues inheriting from GameplayCueNotify_Actor no longer have their Removed functions called when removed via UAbilitySystemComponent::RemoveGameplayCue if GameplayCueNotifyTagCheckOnRemove is ...
It seems in the FBodyInstance::InitDynamicProperties_AssumesLocked, we early out when the body instance's collision is QueryOnly, but actually we only recreate its physics state when changing from N ...
Reported by licensee in [Link Removed] Changes made to the Curve node in a Control Rig Blueprint aren't saved back to the original node when the changes are made in the Details panel of the bluepri ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
InitOnly FReplicationStateDescriptors will have a value of 0 for ChangeMaskBitCount, so if an object only has COND_InitialOnly properties, its FReplicationProtocol will also have a ChangeMaskBitCoun ...
This seems to occur after receiving a Nak for certain actors. FObjectReplicator::ReceivedNak will decrement SendingRepState.CustomDeltaChangeIndex even if the object has no custom delta properties. ...