Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...
An animation can display an incorrect frame upon having its visibility re-enabled, resulting in a noticeable flicker. This can be prevented by setting the mesh's 'Visibility Based Anim Tick Option' ...
Copying a gameplay tag variable setter from a blueprint into a level blueprint fails an assert in UGameplayTagsManager::GetCategoriesMetaFromField. ...
Editor shortcuts will not work if you launch the editor with a non-Latin-based language (ex. Russian, Chinese). The editor must be closed and restarted with English (or possibly any Latin alphabet- ...
Generated from CrashReporter ...
After fixing the crash from [Link Removed] when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal comp ...
When running in windowed fullscreen mode in a standalone build r.vsync 0 is not respected and the game always runs at a locked 60fps. When the game doesn't have focus, for instance when you press Wi ...
The user is unable to undo the editing of the enum description. The output log and undo history would confirm that the undo was carried out, however it did not do anything in reality. Resetting the ...
FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it. Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...
Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...