Selected option does not scroll into view when opening a combo box for the first time. It will only scroll into view if the combo box is clicked more than once (a 2nd, 3rd, ect...) ...
When multiple components in an attachment hierarchy are copy and paste, the result is the new group has a distorted shape from the original. This issue may be related to [Link Removed] and is affec ...
MI's with StaticParameters always inline their shadermap, even if it has the same FMaterialShaderMapId as the parent. We should skip inlining it in that case, saving cooked disk space and cooked bu ...
Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...
Clone the GitHub repo for 4.15.1, run setup, gpf, then build UE4. Fails to compile due to metal errors. It would be nice if we could produce a warning if the compiler being used is newer than what ...
When attaching an Actor during its BeginPlay, using SnapToTarget (when that location is not already matched up to the parent) creates an offset on the client. ...
It seems like if replication is re-enabled for a given property, its state should be force synced (depending on replication conditions). Otherwise, the state will remain "out of sync" for an indeter ...
By default, the local motion controller would move remote player's motion controllers as well. Add the following to the beginning of the tick function in the MotionControllerPawn blueprint makes it ...
An ensure is being triggered when you set simulate physics on a child actor on the server and then force net update. Found in 4.14.2 CL# 3241561. Reproduced in 4.16 Main CL#3247538 ...
In GPUSkinCache, based on the conditional expression:if (CacheCurrentFloatOffset + NumRWFloats > (uint32)GGPUSkinCacheBufferSize) { // Can't fit this INC_DWORD_STAT(STAT_GPUSkinCache_SkippedFo ...