The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...
UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
Perforce integration creates bad changelist when deleting or renaming a file, then renaming another into its place ...
The distance field materials do not work on a High Poly mesh. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house AMD information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Contai ...
Actors with large numbers of components cause long hitches during cooking. Here is a brief profile from Very Sleepy of the process while the editor was cooking: [Image Removed] ...
Checking the Run Physics with No Controller box in an animation Blueprint causes the Mannequin to change over to the "In Air" animation state. This will only occur after making the change then compi ...
Ambient Occlusion not applied in Buffer Visualization while Forward shading is enabled. In the "Lit" view mode AO is still applied. This is working as expected in 4.21 CL# 4753647. Found in 4.22 C ...
The listen server will see jitter in clients character movement and animations. This is hard to notice without the "slomo" command but is extremely obvious using "slomo". Clients will see server and ...