UCharacterMovementComponent::ReplicateMoveToServer checks IsReplicatingMovement before sending moves to the server, but the server does not check IsReplicatingMovement when processing these received ...
In FReplayHelper::ReplicateActor, we check Connection->ClientHasInitializedLevel(Actor->GetLevel()) to see if the actor should create a channel or not. However, the DemoNetConnection does not have a ...
IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData and logs the errorFPathExistence failed to gather correct capitalization from disk for <p ...
This may possibly be due to FReplicationWriter::CanSendObject waiting for CreateConfirmation. ...
It is possible for the while loop in UnrealEditor-SubobjectDataInterface.dll!USubobjectDataSubsystem::GetActorRootHandle(const FSubobjectDataHandle & StartingHandle) Line 815 to not terminate when ...
Expanding pins and moving nodes in the graph marks the Control Rig blueprint as dirty, requiring a recompile of the entire blueprint. Blueprints do not do this. ...
The Fictitious Angular Scale is still having an effect when the cloth is teleported. Also it shouldn't have any effects when the velocity scale is set to 1 (as per tooltip documentation) but it doe ...
Conversation moved to Comments to allow for public visibility. ...
Repro project: [Link Removed] ...