In 4.27 the logic in SteamSocket.cpp which is part of the SteamSockets plugin was changed to use Poll Groups instead of a removed API function that checked all children of a listen socket. However, ...
From reporting UDN: "We had a weird issue with new components added in C++ not being instanced properly on non-direct Blueprint children. It seems to happen if loading of the parent BP is deferred ...
The cloth debug materials are causing a slower opening of the editor. Would be better done at plugin initialization time. ...
Unable to set Mesh Renderer Info source renderer ...
Renaming a layer in an AnimationLayerInterface can cause issues where that layer doesn't bind properly, depending on which assets are open at the time. It works correctly if you rename a layer in a ...
Replicated actors wait until initial replicated properties are read and applied to call BeginPlay (from PostNetInit), and this is usually where the actor's components have BeginPlay called as well. ...
In the AnimNode_Slot code, It seems that update() and evaluate() should be called by following order because in TickAnimation step, we need to make MontageEvaluateData valid.SkeletalMeshComponent::U ...
When the uv value is very close to 0 ( < 0.001 ), the boundary value of the PVRTC texture is sampled as white. please refer to attached images and sample project. problem goes away when changing th ...
Constness is not updated in overridden BlueprintImplementableEvents when the native declaration is made non-const. ...