Setting a ComboBox on the Server does not always work. In the attached project, a Multicast Event runs some Set Options, all but one of which appear to work on both Clients and Server. On the Server ...
The widget diamond created when using MakeEditWidget does not update the transform of a placed instance unless Editable When Inherited is false. This appears to relate to the blueprint settings, wh ...
The crash happens when SetState is called inside the function bound to OutputAnimationPose’s OnUpdate in the animation state. This way of using Set State node is the same as shown in the official do ...
Duplicating many Actors at once in a Level Instance while in Level Instance Edit will result in a jumbled mess of Actors on the Persistent Level. The licensee has encountered this in Unreal 5.4 and ...
"We have encountered a regression in UE 5.7 where Skeletal Mesh Morph Targets do not visually reset when all weights are set to 0.0. The mesh retains the deformation from the previous frame. This i ...
Sample project: [Link Removed] Debug draw update correctly: [Link Removed] Debug draw update incorrect: [Link Removed] ...
When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...
In ReadyForDormancy, we check if the replicator has any change lists or property updates that haven't been acked. However, these checks are not made in CanSkipUpdate, which can result in the object ...
Animation Blueprint preview window does not update to displays the effects of the Anim Dynamics node. Preview updates fine in the asset's Blueprint and PIE. Still occurs when turning on "Enable L ...
From licensee: If StrideScale is 1 the first time through, it initialises the StrideScaleModifierState to 1 and doesn't require updating so leaves the CachedDeltaTime at 0 by never calling Update_I ...