If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...
Both versions works correctly if HISMC is pre-placed (generated in ConstructionScript). Only when generated dynamically does it fails. The Navmesh isn't being updated after SetStaticMesh and AddInst ...
This was reproduced both in Match 3 and a new BP project with a custom launch image. Note that on Pixel 2 the BP project behaves a little differently than Match3. It displays in full size, then s ...
Checked on the Binary version //UE4/Release-4.25 stream CL 13942748 Version 4.25.3, logs are also saved into Engine folder: \AppData\Local\UnrealEngine\4.25\Saved\Logs instead of a Project folderIf a ...
Color space conversion in the UI composition is incorrect on DX12 HDR. In the main() function In CompositeUIPixelShader.usf, you can see the following color space transform.// sRGB -> RRT -> ODT ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
When mesh reduction results in a section becoming empty, the material slots are incorrectly assigned. e.g. if section 0 gets removed due to it having no triangles after reduction, then its material ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
If TMap's Key is a unique Struct, TMap's rehash will not run even if elements are added or changed in DetailPanel such as DataAsset. So TMaps's Find etc. will fail This issue is very similar to ...
There is an material compile error when using a TexCoord node shared between two Texture samples. The user provided a number of ways to work around the issue, but this issue becomes more problemati ...