Using the delete key or context menu to delete a single sync marker created by an Animation Modifier deletes all sync markers created by the Animation Modifier. If all the markers are deleted, and ...
If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...
Root Motion Animations are not functioning correctly during lower frame rates. For example, a character moving forward 2 meters at regular frame rate will move 10 meters at a lower frame rate. Regr ...
Sub-components with the same name are not displayed on the correct parents in the Blueprints editor. Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...
In general, UPROPERTY(VisibleAnywhere) makes a property ineditable. But, if the type of a property is FMovieSceneObjectBindingID, VIsibleAnyhere no longer prohibits it from editing. [Image Removed] ...
When creating and declaring a Spline Component in code, placing an instance of a blueprint derived from that class in the level causes a failed import message to appear upon restarting the level. ...
From [Link Removed], licensee reports We believe that querying the UIInterfaceOrientation via UIApplication on the game thread is the issue here. We have made changes to IOSInputInterface.cpp and I ...
Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes multiple BuildTrees to be created and run asynchronously at the same time. Tested in 4.21(CL - 4613538) How t ...
If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...
It appears that FSlateApplication::OnControllerAnalog triggers a left mouse click to occur on mobile platforms. If developers haven't properly avoided hooking up delegates to the InputComponent for ...