Currently nodes that use FBoneReference properties (slope warping, anim dynamics, modify bone, and a load of skeletal control nodes) can't have the bone they target changed when using template anim ...
Both the Asset Registry and Asset Manager look for all subclasses of UBlueprintCore and use that to search for blueprint classes and construct an inheritance hierarchy. This always works in editor b ...
This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Changes to a Custom Primitive Data are not reflected in Android Preview or Android Vulkan. Using Set Custom Primitive Data Float node ...
Licensee reporting material slots being incorrectly assigned when loading an asset created in UE4 into UE5 via an upgraded project. ...
See linked UDN for more info. When a server initiates a non-seamless travel, it will inform any connected clients by sending the reliable ClientTravelInternal RPC. After a delay (controlled by Serve ...
OnExecutorFinishedDelegateNative and OnExecutorFinishedDelegate broadcasting an bFatal into a bSuccess parameter which is inverted. Canceling a render should be considered an error, not a success. ...
If an actor contains multiple primitive components, it uses all of them for calculating navigation bounds even if some of the primitives are not marked as navigation relevant. Toggling navigation re ...
See [Link Removed] ...
When playing the two metronome sounds, it is expected that when the 1bar asset loops, it will stay in time with the 12 bar asset; however, instead phasing begins to occur. This does not occur when ...