Initialize_AnyThread and CacheBones_AnyThread can be called repeatedly on sub-graphs below Saved Pose nodes when they are part of a linked anim graph and the main anim graph has yet to be initialize ...
Context In Behavior Trees, BT Services can be added to nodes. Those services can have configurable FBlackboardKeySelectors. BlackboardKeys are variables on a blackboard that the behavior tree can r ...
Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions. ...
If a standard level (without Actor Folders enabled) is added to a world-partition map (with Actor Folders enabled) as a Level Instance, and then that instance is "broken" so that its actors are inco ...
UDN Issue: [Link Removed] ...
When a BP spawns another, if the spawned Actor has a non-root child component that is simulating physics, on clients, immediately after spawn, the child component will have the world position double ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
UE4Editor crashes when we eject from a Play In Editor session while starting a multiplayer session. ...
Using a TArray to store multiple components being setup inside a for loop of a constructor will crash on project open. Crash Reporter: [Link Removed] ...
When a material with WPO effects and MaxWorldPositionOffsetDisplacement is applied to a foliage mesh, foliage applied to a map will no longer work as expected with density scaling, especially after ...