Primitives with the "Lightmap Type" set to "Force Volumetric" are not shadowed correctly. Issue dates back to at least 4.27.2. As a workaround, making FLightCacheInterface::GetStaticInteraction al ...
When edited through the Details Panel in the Editor, TMap and TSet properties should not allow duplicate keys. When those keys are USTRUCTs with the “WithIdenticalViaEquality” trait, this should be ...
ISourceControlProvider::RegisterStateBranches(...) doesn't reliably warn on conflicts ISourceControlProvider::RegisterStateBranches(...), specifically FPerforceSourceControlProvider, is supposed to ...
Blueprint timelines: when converting an internal curve to an external curve asset, the curve asset's data isn't used until the blueprint is recompiled. This is confusing as there is no indication th ...
The cooker settings include the ClassesExcludedOnDedicatedServer/ClassesExcludedOnDedicatedClient lists, which specify classes that should be excluded when cooking a dedicated server/client. These l ...
When you delete and replace an asset with the same name, P4 will pick up the delete but not the add. It was mentioned that there is a P4 command (something like "reopen as add") that should be used ...
Created based on user report. The constructor of FGameplayEffectCustomExecutionParameters generates a FActiveGameplayEffectHandle that gets put in GlobalActiveGameplayEffectHandles::Map and stays t ...
When the input to a Layered Blend Per Bone node is two instances of the same cached pose, we aren't sampling root motion correctly. In the attached example, the weight on the root bone is 0 and Ble ...