Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
Found while messing around with a revamp of some of the Audio Stream cache tests. The map in this test is a WIP as I'm still just trying stuff out, but hit this assert 5/5 times.Assertion failed: Fo ...
Child blueprints of a blueprint of a native actor class with sparse data can have an incorrectly null SparseClassDataStruct value, and thus fail to initialzie their SparseClassData. This affects edi ...
In UE's Project Settings, some pages are saved automatically to the project's "Config/Default<CATEGORY>.ini" file (meant to be version-controlled) on every change. Other pages have buttons "Set as D ...
ChaosCacheManager is not properly recording the state of each particle when toggling Fields and Anchor Fields in the scene. During my investigations I've noticed that ChaosCacheManager does not reco ...
Checked on the Binary version //UE4/Release-4.25 stream CL 13942748 Version 4.25.3, logs are also saved into Engine folder: \AppData\Local\UnrealEngine\4.25\Saved\Logs instead of a Project folderIf a ...
Chaos Modular Vehicles Examples does not replicate properly and it's easy to reach a state of desynchronization where the state stops being replicated and position/rotation of cars mismatch. As an ...
When an actor's replicator is first created and initialized, FObjectReplicator::InitWithObject will use the archetype as the source object for copying the properties. From there, the custom delta pr ...
FindTextInLocalizationTable can't find a translation to an entry when the translation is the same as the looked up key because FTextLocalizationManager::DisplayStringLookupTable don't keep entries t ...
Calling BodyInstance.UpdateBodyScale displays erratic behaviors and does not update the rendering scale. The licensee has reported and presented a repro project that displays the erratic behavior of ...