Looks like this only happens for shots. I think this is because the tick prerequisites get set up on the frame of evaluation, and the skeletal mesh component doesn't get ticked until the next frame. ...
AGameModeBase::FinishRestartPlayer and AGameModeBase::RestartPlayerAtPlayerStart handle rotation differently for Spawning Pawns and Control Rotation depending on whether or not the game is Standal ...
Dragging in event graph does not work after touch event with a breakpoint. This issue persists after the PIE has stopped as well. But the issue is resolved when the project is reopened. Regression: ...
See UDN description: https://udn.unrealengine.com/questions/554749/bug-navmesh-streaming-and-tile-corruption.html ...
Undoing a curve editor change removes current selection ...
In some scenarios, FPropertyDelegate::SignatureFunction can point to freed memory after a garbage collection run. This appears to be more common when running the CompileAllBlueprints commandlet. ...
Looking at the T3D snippet of the get variable node, the VariableReference points to the local variable of the original function instead of the new one. ...
The implementations of FSimpleAbstractSocket used by the network file server do not handle a partial send call on the socket. If a partial send occurs and there is no socket error, it should loop a ...
"Dead Trail on source lost" doesn't seem to work consistently. This is apparent when the source emitter's duration is longer than the particles being emitted. This bug also occurs if there is vary ...
May be a duplicate of this bug, which was closed due to no repro:https://jira.ol.epicgames.net/browse/UE-10978 ...