CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...
This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
Importing the fbx uses the default settings, which aren't accessed through scripting, so they cannot be changed. To circumvent this MovieSceneToolHelpers::ImportFBXIfReady caches the defaults, and ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
This issue was previously reported at [Link Removed], but it seems to have regressed due to the change at CL 23357753. GetNetMode is correctly returning NM_ListenServer, but APawn::PossessedBy now c ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
Many of the animation asset editors don't display static mesh attachments in the way that the anim sequence or anim bp editor do. This prevents users from previewing characters that are built from ...