This behaviour was introduced in the following changelists in 5.3: CLs 25371706 and 25407985 https://github.com/EpicGames/UnrealEngine/commit/6e985ceeb98bc0d166756ccd3e3c0b0350d02265https://github. ...
Adding more than 8 connections to or from a state in the state machine results in unpredictable behavior, like causing an animation to fail. (See image.) Was able to reproduce with user's test file ...
UnrealHeaderTool cannot parse certain declarations with a trailing `const` instead of a leading `const`. ...
Bug submission from a user overseas: " On some devices (Moto G5 Plus, Moto G5 S Plus) the values are always 0 like : Tilt : 0.00.00.0 RotationRate : 0.00.00.0 Gravity : 0.00.00.0 Accleration : 0.00 ...
When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...
Compile errors will occur during packaging with Blueprint nativization enabled if e.g. "Get" nodes are placed in a Blueprint on FFloatRange struct types (or any other explicit TRange derivative) and ...