The buffer start time is calculated by subtracting the TimeBufferHintSeconds from the stream length: const uint32 BufferStartTimeMS = UE::LWC::FloatToIntCastChecked<uint32>(FoundReplay->StreamInfo.L ...
The evaluate chooser node generates input pin names based on the parameter class / struct names. When that class or struct's name is changed, the pin doesn't update to account for that and so we si ...
It appears the ensure only happens once. Cannot get the ensure to happen once Project Settings is closed. This also occurs in 4.16.2 so it is not a regression ...
Selecting the Console Variables help option or using 'help' does not lead to a webpage or provide a link. ...
Referece to the source level should be fixed by FReplaceObjectRefsArchive, but it is not working because ArIsModifyingWeakAndStrongReferences is not set. It can be fixed by setting the flag.class FR ...
This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
The prompt window that appears when a project is converted from one engine version to another will "approve" the conversion even if the red "X" is pressed to close the prompt window. ...
If the user tries to use a font that is really tall the font may get the top portion of the text clipped off. ...