text bleeding out when designating certain Motion Controller & Oculus Touch specific keys in the Project Settings. *Some samples of this text bleed/overflow are:*MotionController (L) Thumbstick Dow ...
Deleting a dynamic component on an actor that's currently net dormant doesn't replicate the deletion to clients, even if FlushNetDormancy is called. This is inconsistent with adding components, whic ...
When trying to get CookedFFTData from an audio component in a packaged build it fails despite working in the Editor. This also occurs when you package the project from File->Package Project->Windows ...
Particle Systems Feed Boroken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, ...
Replay System throws an Ensure during demoplay when calling it in a different Level. The error is thrown at Source\Runtime\Engine\Private\RepLayout.cpp]. It does not prevent the Replay from being pl ...
If user execute "Remove Unused Bones from Skeleton" on Skeleton where PoseAsset exists, the index held in FPoseData :: TrackToBufferIndex in PoseAsset will not be corrected, and it will refer to the ...
If the file path with the asset contains a project name, the cooking file pathlength is incorrectly increased. The following code in ContentBrowserUtils :: GetPackageLengthForCooking causes this is ...
FSoftObjectPathCustomization and SPropertyEditorAsset do not support multiple actor classes in the AllowedClasses list. The ObjectClass is only set in FSoftObjectPathCustomization if there is only ...