Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...
The licensee has traced the issue back to a divide by zero in UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...
When searching for the "Timespan / float" the Context Sensitive search returns "Timespan * float". Found in 4.22.3 CL#7053642 Reproduced in 4.23.0 CL#8386587, 4.24.0 Main CL#8671808 ...
Paper Sprite actor set as a Default Value in a Blueprint Struct is set to none, when the sprite is renamed, saved, and the Engine is restarted. ...
Tessellated Materials Displayed as 0 in Shader Complexity ViewMode. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8588088 ...
Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...
Importing root motion onto a transform creates a new absolute track, which can blend unexpectedly with existing transforms. ...
In non-editor builds UAnimInstance::GetInstanceTransitionTimeElapsed always returns 0.0f. This is caused within FAnimNode_StateMachine::Update_AnyThread due to: #if WITH_EDITORONLY_DATA NewTra ...
The Blend Space's Per Bone Blend doesn't always apply its interpolation speed correctly to the appropriate bone or at all. ...
A Crash can occur when setting a skeletal mesh's animation instance to None when it has Update Rate Optimizations enabled. An unverified proposed fix for this is to remove the nullptr check when ...