Lighting will build indefinitely in certain circumstances and can be verified in Swarm Agent that it will continue to process the maps even though the log shows it has completed. This is happening i ...
Linked Asset trees do not transition correctly to Tree Succeeded if using an On Tick transition. The Debugger shows that the transition is triggered repeatedly but no state change occurs. Instead, t ...
User reported: when playing an AnimMontage via GameplayAbility with the PlayMontageAndWait ability task that has a custom value for AnimRootMotionTranslationScale, (dedicated) servers can apply an i ...
Generated from CrashReporter ...
When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame. In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...
The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Par ...
When adding an entry to a TMap using UE's property editors, in most cases the new entry comes with a default-initialized key (if such key already exists, the insertion fails). The case of a UENUM de ...
Using the mouse input to show the mouse cursor acts like an Alt+Tab. When clicking the mouse input again to no longer show the cursor, the camera controls stop at the edge of the screen. Reported i ...
Under some circumstances, a character falling and sliding along a sloped surface may get hung up near the bottom of the surface before actually landing on the floor. This seems to occur when slidin ...
Enabling bUseLoggingInShipping for a project prevents the project from being built for Shipping if the project includes replicated properties. This is only an issue with binary builds of the Engine. ...