Material Instance parameters (that derive from parents using material functions) can have their data shifted or not saved. ...
It is because that the RateScale is multiplied twice. First at UAnimSequenceBase::TickAssetPlayer : {{ const float PlayRate = Instance.PlayRateMultiplier * this->RateScale;}} Second at UAnimSeq ...
When importing an fbx file and using 'generate lightmap uvs', the light map coordinate index will not update correctly. Working properly in 4.19 CL# 4033788 Found in 4.20 CL# 4212847 and 4.21 CL# ...
Physics replication is not working properly. The replicated physics are different than what is on the server. The user who reported this issue pointed out this line as well which seems to not do any ...
After opens the preloaded level using Asset Manager, opening another level before unloading the level will crash. Because AssetManager holds FStreamableHandle of the level, garbage collection is no ...
In engine versions 4.23 and above, the Shader Complexity Viewmode doesn't render appropriately for meshes with masked materials. Tested in 4.22.3 (CL - 7043647), 4.23 (CL - 8386587), 4.24 (CL - 961 ...
Single Channels from a Curve Atals Node Does Not Remap to New Values. Working as expected in 4.22 CL# 7053642 Found in 4.23 CL# 8386587, 4.24 CL# 9630693, 4.25 CL# 9615021 This is a regression. ...
Loading the same level twice through Load Level Instance BP Node will cause issues with levels containing Landscape as they will end up with the same GUID and the underlying systems do not support t ...
In a normal detail panel, each element has its own SDetailSingleItemRow and are mostly uniformly sized with some exceptions of having a few bigger rows (i.e. asset pickers). However, these layers ar ...