AActor.IsReplicationPausedForConnection is never called. ...
Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...
It seems like the name will not update for the already place node automatically, however if a new one is created, the old name no longer appears in the node list and only the event node with the cha ...
At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
The console command AbilitySystem.Debug.NextCategory incorrectly has the same description as AbilitySystem.Debug.PrevTarget instead of its own accurate description. ...
GetPolysInBox should get only the polygons(FNavPoly) that are on the bounds of the box. However, there are cases where polygon data outside the bounds of the box is currently obtained. It gets polyg ...
Input arguments of macros are always Pass-by-Reference. So this is just only pin looks matter. Pass-By-Reference modifier on Macro input was removed in 4.24. [Link Removed] ...
Foliage spawned from Landscape Materials is not initially created. The user must enter Foliage Mode before the refresh is pushed and foliage is created. I can reproduce this issue with or without E ...
Check the log. The GC is stalled on IsReadyForFinishDestroy for about 30 seconds. This is mixed with ovrp_WaitToBeginFrame. ...
The licensee described it really well so I'll just copy what he said: When EQS debugging is enabled via USE_EQS_DEBUGGER, queries run in 'SingleResult' mode will not clear discarded items from the ...