On the client, NotifyBeginPlay is triggered via AGameStateBase::OnRep_ReplicatedHasBegunPlay. However, if a replicated actor is waiting on its initial replicated state to be received and applied (bA ...
If client takes a long time to send a move to the server, the server erroneously ticks it for a large time without updating the client's timestamp, causing the server to move the client further than ...
When processing tick when paused tick interval tick functions an infinite loop can occur. ...
FHLSLMaterialTranslator::ParticlePosition does not return Previous information when request which can result in bad motion vector calculation. ...
When trying to test Vehicle game, the counter did not increase as time elapsed. This prevents being able to test if the lap function is working. Tested in 4.13.2 CL 3145013 and it was working. Thi ...
A number of utility functions are provided in UEdGraph_ReferenceViewer for building menu extenders. This class was originally included in the engine as part of the ReferenceViewer module, but was re ...
Hi, on iOS we ask the device for its cutout regions, but the values returned by the device can be overridden using the SafeZone.Landscape.* cvars. However these are on-device only settings. When th ...
Ran into this while answering a UDN. A user was expecting to find the blueprint functions available to Editor Utility Blueprints after reparenting their actor to EditorUtilityActor. I confirmed that ...
UGS displays a prompt if syncing to latest would sync back before changes the user submitted themselves. It would be nice to allow them to keep their own files at least. ...