We should get to the bottom of this workaround and revert it eventually. Reported here: [Link Removed] ...
Unexpected vertex normal orientation when manipulating some morph targets. This may be related to [Link Removed], but felt different enough to enter on it's own. ...
If a player possesses a moving NPP-simulated pawn, there is some kind of logic problem where a reconciliation immediately is triggered, and resimulations keep streaming for a long time. This proble ...
Reference UDN as it explains well the cause of the issue. ...
Metasounds cease functionality if called to Play with a different start time other than 0. This extends to the Metasound editor where pressing play to preview the sound also ceases to function. ...
After a viewport is more than 4096 pixels wide, Lumen's specular reflections buffer cuts its width off at 4096 pixels. It appears that the affected buffer is "Lumen.Reflections.ResolvedSpecularIndi ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...
"Replace with child" does not work well with the NamedSlot widget after reloading the widget blueprint in Contents Browser. ...
When a Level Sequence Player is created by clicking an SButton in an Editor Window plugin, any other buttons in the plugin window can no longer be interacted with until a click is made outside of th ...
Using Material Attributes as an input to a Custom Expression causes the HLSL Translator to create multiple CustomExpression# functions, for each used member of the Material Attributes, rather than u ...