Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...
When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...
If a forward declaration of a class is made in the header file for an Interface class, and no semi-colon is included at the end of the forward declaration line, the build will fail with a confusing ...
Creating an Online Session and transitioning to another map does not work in a Launched Windows game. The transition event does fire but it just resets the players position on the Default map. This ...
The same callstack appears in 4.24.3 (CL-11590370) but only when playing a Sequence with a Media Track that has a ImgMediaSource and Media Texture set on it. These repro steps work for 4.25 and 4.26 ...
This issue seems to be occurring on a variety of Nvidia cards. So far, I haven't seen any indication that it is affecting AMD graphics cards. The majority of the reports have indicating that the pro ...
Project include a hdr texture "desert_outer_hdr" Texture size is 512*512*6, compressed with ASTC 6x6 HDR profile Stride should be: ceil(512/6)*16 = 1376 bytes However, if connect to xcode debug, ...
If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample Note: After adding a 3rd sample, they switch back to the correct position. Regression: Sort of. In previous ...
Setting size of GameViewportClient gives different results on Android than in Editor OpenGL ES renders with the viewport origin in the bottom left, so that's potentially related to the problem. A ...