Problem Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input. Initial Thoughts It looks like there's a logi ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
We have various casts across the engine on the scene, which fail to cast when the scene is a null scene. FScene* Scene = (FScene*)(World->Scene); Scene->UpdateEarlyZPassMode(); We shoul ...
Potentially related to [Link Removed], but distinct. ...
Workaround 1: 1. Change HierarchicalInstancedStaticMesh.cpp in either of the following ways:void{{ FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, c ...
It looks like the SSAO shader does not clamp its sample space to the half view size for the two inputs "Ambient Occlusion" and "AmbientOcclusionSetup", leading to invalid data entering the edge of f ...
When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...
If an attempt to spawn an actor is made before the Level Editor Viewport is fully initialized (i.e. before it has had a chance to get rendered at least once), and that actor has no specific Factory ...
a fix was proposed in the UDN but it needs to be tested and revised ...