It's possible to create a level sequence player in a level that's being torn down. Event end play is one example, but the original report comes from a situations that's harder to avoid. Creating a l ...
When the transform is actuated for a static component only its pre animated state is saved, but its mobility will be set to movable. This causes its children to become movable as well. When the comp ...
FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...
When using unrealpak to make a patch, if the source pak data that a patch is based from is encrypted, you must specify the "patchcryptokeys" parameter on the command line so unrealpak knows which cr ...
Toggling a bool doesn't enable/disable the elements of the array similarly to how it does for TArray in the details panel. Static arrays should have the same semantics as TArray with regards to edit ...
In raytracing enabled, When loading a sublevel containing landscape with LoadStreamLevel function following error is shown. Assertion failed: Pair != nullptr [Link Removed] [Line: 584] Licensee re ...
When the level sequence is evaluated from calling play on a level sequence player the level sequence actor does not have an opportunity to tick, which is where the transform origin is calculated. ...
FSequencer::SetPlaybackEnd calls SetUpperBound which creates a TRangeBound with the default bounds type, so the end frame will be inclusive instead of exclusive. ...
After switching the Virtual texture lightmap on/off, it looks different. It looks like there is a difference in the light map because there are some missing shadows (see attached screenshots). ...
I do not have access to an iPad Air 2 so it is impossible for me to reproduce, but it seems that when using SeneCaptureComponent2D on the device, memory usage will increase drastically. ...