This issue seems to occur when using Cook on the fly on a Material that is branched on the Static switch. This issue also seems to occur on the console. Regression = Yes, issue is not reproduced // ...
If the subobject's RepKey is not updated after setting the actor to go dormant, then the subobject won't be replicated. This causes FObjectReplicator::ReadyForDormancy to return false for the subobj ...
This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...
Regression No, according to affect version 4.26 and 4.27 [2021.10.29-17.01.06:085][830]Primitives with unbuilt interactions: 6[2021.10.29-17.01.06:085][830] Primitive FoliageInstancedStaticMeshComp ...
The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this: !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...
In the case of "Reimport Base Mesh + LODs", there is no crash. ...
If you travel between two levels that both share the same sublevel then the actors within that shared sublevel will not update their positions regardless of their positions being saved at different ...
IsValidOnMaster/IsValidOnShot need to be BlueprintNativeEvents with a default C++ implementation and allow derived classes to override the function. This is needed so that you can create custom set ...