Using multiple Sub instances with root motion does not behave as expected. With both the parent and sub instances set to 'Root Motion from Everything': In 4.22, too much root motion occurs. In ...
IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...
A root component can be properly replicated, but non-root components won't have their collision replicated, only their visible mesh. ...
Instanced Foilage Actor painted on an Actor who is attached to a Parent Actor, does not update transform when Parent is moved. Note: The foliage will move if the base actor is moved directly, inde ...
Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...
When look at stats in Unreal Frontend, can see the events that run in the function. It work in 4.21, but it doesn't work in 4.22. ...
SynthComponent does not execute OnStop() after calling Stop(). OnStop() will be called in PumpPendingMessages() via OnGeneratePCMAudio(). But after stopping the AudioComponent, the procedural Sound ...
Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...
IsVisible()/IsVisibleInEditor() should be a contribute to the logic in ShouldRender(). NOTE: This code was written during the UE3 life cycle. Found in 4.22 CL#7053642 ...
When switching to a sequence where the current time is not in the target view range the PreAnimatedState of the new sequence will be saved before restoring the PreAnimatedState of the old sequence. ...