It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
Example function provided by the user:.h UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "TestInt,TestName")) static void TestAutoRefs(const int32& TestInt = 2, const FName& TestName = ...
Reported from multiple users. NVIDIA RTX 50-series GPU users are reporting BSODs when attempting to launch Twinmotion with the latest drivers installed. The crashes occur on the 576.02 driver versi ...
Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...
When using the multi-user editing tool inside a 4.24 project, persisting changes will sometimes result in a crash. Unable to reproduce the issue. However, the user has reported occasionally re ...
When Saving the Material shown below, the engine will freeze at 50%, no crash is generated but engine stays unresponsive (tested for 60 mins) and must be terminated via Windows Task Manager. [Image ...
Using the "Split Struct Pin" right click option on the rotation pin breaks the functionality of the Transform Bone node in Animation Blueprints NOTE: I noticed the Roll/Pitch/Yaw are in a differen ...
TextRender components do not update when text is changed on compile. The blueprint must be saved, closed, and re-opened for the change to take effect. ...
Duplicating an actor that calls a custom event from another actor receives compile error until the node is removed and replaced. ...
If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...