It seems that when comparing the custom versions for a replay (in the "operator<<" defined in ReplayTypes.cpp), the value retrieved from the FCurrentCustomVersions is not the value set at runtime, b ...
Target Point Actors are changing location when in a World Partition Map within a Shipping Build. This does not occur in Non World Partition Maps. The name of the Asset also changes when in a World ...
Turning on batching of sphere casts when colliding against complex gives incorrect results. Affects debug output and vehicle wheels and body movement. The issue is with the batch query mode which ...
From the UDN licensee: I put together a draft PR of something that should work. As I mentioned in the PR, this works as expected with one caveat; in SPinComboBox::Construct we are hardcoding the to ...
WaterBodyCustom seems not to work with Distance Culling settings on its own actor, either Draw Distance/Never Distance Cull or Allow Cull Distance Volume. It only can be controlled by the CullingD ...
The Make Bitmask node uses the flag index rather than the flag mask value unless the enum has the UseEnumValuesAsMaskValuesInEditor meta specifier. UserDefinedEnums in the editor don't support this ...
Deadlock in Chaos during PIE; the main thread is in USkeletalMeshComponent::HandleExistingParallelEvaluationTask waiting for a task to complete, and a worker thread is running that task and is in US ...
When using Push Replication with blueprints, UK2Node_VariableSetRef nodes do not mark a property as dirty and so the variable is not replicated. ...
Note that the issue does not happen if the two materials have different colors. Note also that the issue happens if one of the meshes to merge has 2 sections with the same material assigned ...