When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...
Ads between matches WERE working, as was the purchase option. This was found in Shipping, but I was able to reproduce and gather logs from Development. This was found on a Pixel 2 on Android 8.1 ...
4.20 Oculus Go projects cause the device to lock if immediately relaunching after exiting. It does not occur if:You wait ~20 Seconds before relaunchingYou press the power button after closing the a ...
When migrating from the version before 4.20 to the version after 4.20, opening the level sequencer will crash. I think that there is a problem with conversion from SnapTimeInterval (FixedFrameInterv ...
The ForceActorRelevantNextUpdate will only trigger an update on the first connection in the list. Note that the ForceActorRelevantNextUpdate does not work on dynamic actors since their ActorChannel ...
Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
When using the Trigger Route node, if Value 0 is a non-zero value and Value 1 is a zero value, the output "pops" on set. [Link Removed] ...