A licensee runs UbaAgent on Windows Server Core. This worked in 5.5 and 5.6, but broke in 5.7. After some investigation, they found that UbaAgent took a new (hard) dependency on qwave.dll in order ...
[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...
When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...
SmartObjectPersistentCollection in 5.6 and later now give errors when the map validator runs due to referencing spatially loaded actors. This was working per licensee in 5.5. There was a change from ...
The issue is that URootMotionModifier_Warp::Update will disable the warp if there is no target found for it. But there's no functionality to turn the warp back on if a target is then set on a later ...
During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...
Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...
While the OnLobbyMemberLeft event does seem to be fired correctly, the remote member will still be in the lobby's "Members" map, and its data can still be found in FLobbyClientData::MemberDataStorag ...