Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...
If a bsp brush is rotated, then the brush clipping feature is used the "Brush Clipping" feature will rotate the created face by 90 degrees or disappear entirely (if set at an angle). ...
Currently, PreviousDesiredLoc and PreviousArmOrigin are not updated when the world origin is updated, which causes camera lag to snap the camera to its new position instead of smoothly transitioning ...
child blueprints calling functions from parent blueprints generate compile errors upon opening project and pressing compile within the child blueprint. Workaround: Open parent blueprint and comp ...
Moving the camera around with click-drag in this project during Standalone or in packaged games causes choppy camera movement. This does not occur in standard PIE. Test project attached. Notes from ...
Rearranging the position of enumerators in an Enum BP will change references to the enumerators inside Data Tables based on position rather than value. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.1 ...
The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...
The attached asset (including animation) takes 9 minutes to import in 4.10, where it takes 42 seconds in 4.8 and 4.9. You don't really notice this until you start to get up to larger assets or long ...
In the attached project, there is an animation (with a sound notify) plugged into the AnimToPlay slot. The Initial Position is set to 0.5. The matinee in the scene overrides the animations applied ...
When blending two Blendspaces that are in the same Sync Group and are utilizing root motion, scaling issues occur in the AnimBP preview. This only occurs when "Process Root Motion" is enabled ...