When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...
UWheeledVehicleComponent calculates the Suspension settings only when the physics state is first created. When CoM is set through the editor, the vehicle is constructed with the appropriate offset ...
The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...
TextRender components do not update when text is changed on compile. The blueprint must be saved, closed, and re-opened for the change to take effect. ...
When world origin shifting occurs, or any movement of the constraint component itself, the underlying physx constraint is not properly updated, leading to incorrect results. ...
After setting the "X" Scale of a Lightmass Portal, attempting to move/update the object causes the scale to reset to 10.0. Is this necessary for some reason? ...
Updated HISMCs occasionally flicker for one frame on some machines. User reports an AMD 7950 and I see it on an AMD 7970. Occurs only in packaged builds. ...
The ForceActorRelevantNextUpdate will only trigger an update on the first connection in the list. Note that the ForceActorRelevantNextUpdate does not work on dynamic actors since their ActorChannel ...
Toggling between USD Stage Actors does not update the USD Stage window with the information from the selected USD Stage. Only the information from the last loaded USD Stage Actor is present. ...
Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...