When comparing the World Normals of an Instanced Static Mesh being scaled non-uniformly to that of a regular Static Mesh, their normals do not match one another. I have attempted to look over the d ...
The bug affects skeletal mesh animations when played in sequencer with AnimBP after another animation which was set to Keep State. This is a follow-up to [Link Removed]. Two animations now play cor ...
If a client hitches while a server performs a seamless travel, the client will get multiple lines of logspam of these warnings:Warning: UActorChannel::ProcessBunch: SerializeNewActor failed to find/ ...
There is a bug when performing an undo/redo on pasted or spawned actors in Sequencer. It appears that the transaction system is re-creating an actor on redo, but Sequencer doesn't see that, so it ...
Reflection Capture does not appear to work with Lumen + SSR. Licensees have reported that there are cases where they want to combine Lumen GI, SSR and Reflection capture for quality and performance ...
Several issues have been reported within the ParseHistoryResults method from PerforceSourceControlOperations: 1. Any Records that share the same filename will only display the last record with that ...
Extremely long Spline Point will cause the editor to lose FPS and crash some machines User Description: A couple of times I've accidentally scaled a spline node to be huge, causing the spline to ...
When using the Material Layer system and virtual textures, the number of physical texture samples in the shader increases with the number of material attributes that a virtual texture writes to. The ...
A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...