AI nav walking doesn't allow clients to set a "Base" for the character (SetBase from UpdateFloorFromAdjustment), so there is no floor result on frames where there is a net update. This causes simula ...
Using Attach To Component and Detach From Component with the Keep World option for the Location/Rotation/Scale rules does not replicate properly to clients. This does work when using AttachToActor a ...
It seems that preview meshes of Skeleton/Animation can't be saved correctly. I had changed a preview mesh and had saved it, but after reopening the project, the setting was ignored and the preview ...
GPU Mesh emitters will not show up in a packaged project. Found in 4.20 CL# 4302132 and 4.21 CL# 4307852 ...
When creating a child Blueprint class and displaying the inherited variables from the parent, any tooltip text created does not show. ...
Comments from users in crash group:I tried to launch my project 1266 FPendingCleanupObjects::~FPendingCleanupObjects() 1267 { 1268 QUICK_SCOPE_CYCLE_COUNTER(STAT_FPendingClea ...
The PreviousFrameSwitch material expression works as expected only with world position offset, but not tessellated displacement. Found in 4.19 CL# 4033788, 4.20 CL# 4233996, 4.21 CL# 4302610 ...
If a struct has a property with the EditCondition meta after a Boolean property that is set to the Boolean property, this Boolean property will be changed inadvertently when a Set node is used for ...
AGameModeBase::FinishRestartPlayer and AGameModeBase::RestartPlayerAtPlayerStart handle rotation differently for Spawning Pawns and Control Rotation depending on whether or not the game is Standal ...
Metallic materials get darker when directional light is set to movable. In 4.19 the same material will render dark in all mobility of the directional light. Found in 4.19 CL# 4033788, 4.20 CL# 4233 ...