Currently, the Control Rig Editor allows the user to use the "Instanced Struct" type, for example for a variable or function input/output. However, this type does not seem to be properly supported ( ...
FCameraShakePreviewer is an FGCObject that strongly references the UCameraShakeBase instances it previews, and creates them outered to the previewed UWorld. Nothing releases them on world teardown, ...
When using low shadow settings there is a flicker that occurs when changing a camera FOV, the flicker will end as soon as the FOV has finished adjusting to the new FOV. This can occur when:Using a ...
When a new client joins a server all of the actors will be replaced with new copies of themselves. This will cause things like the construction script and event begin play nodes to fire off every ti ...
We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the c ...
The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...
If ten or more of the same actor in a level have the "replicate movement" checkbox set to true, the editor will crash on PIE if the number of players is set to 2 (or with 1/2/3 players if dedicated ...
Animations are not showing proper length when converted to Montage. Up to 98 frames (AFAIK) when converted to Montage, the Montage will show the correct number of keys. However, a 100-frame anima ...
The modules file that is generated when packaging a plugin appends a number to the end of the .dll reference, similar to hot reload modules. This causes the reference to refer to a nonexistent file. ...
In 4.25.1, I added a vectored exception handler to capture unhandled exceptions to the Editor process. This handler runs too soon. It doesn't let the structured exception handlers run first where ma ...