Only certain sync state structs are intended to persist between frames. These are configured via MoverComponent's PersistentSyncStateDataTypes array. There appears to be a bug in the way the standa ...
When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay ...
In an Anim BP, splitting the transform structs of a Transform (Modify) Bone node causes the node to be come non functional. Transform components must be combined in order for the node to work. EX ...
Adding Screen Space reflections to a Translucent Material Causes black reflections. Sometimes the reflections are completely white and do not change when changing the intensity of the lighting. [L ...
Users are able to set a folder as the project using SlateDialogs in Unreal Frontend on the Linux machine. ...
The 'Draw Material to Render Target' in blueprints renders black when launched in Standalone. This is not the case when using the same blueprint and running PIE. The interesting thing about this is ...
SyncGroups Do Not Function between AnimSequences when Blend Time is 0 (zero) *It is quesitonable SyncGroups function between AnimSequences regardless of what the blend time is set to, but especiall ...
Using shortcut to find actor reference in level blueprint opens additional Eventgraph windows in level blueprint editor despite the event graph containing the reference being open already. ...
When running project on iOS Devices, IsRunningGame( ) in CoreMisc.h returns false. ...
Concerning the UI, in most cases clicking on the magnifying glass will navigate to the selected asset in the Content Browser. Clicking on the magnifying glass next to the Parent Socket field result ...