The component's KnownStaticMesh value is updated whenever UStaticMeshComponent::UpdateBounds is called, and AActor::OnRep_ReplicatedMovement can result in this being called for the component. If thi ...
Details in UDN [Link Removed] ...
We should modify FindBestMatchingFunc_Internal for the case of UObject pins to search for a best matching subclass instead of just use the base UObject comparison. We could also exclude any func ...
It seems as though calling a multicast RPC during BeginPlay on the server will cause the new actor to finish spawning on the client before applying any initial replicated data, such as the actor's R ...
When using a runtime virtual texture with a resolution of greater than 2^24 we can start to see a lack of precision in sampling when the sampling UVs get closer to 1. To see this we need to be usin ...
Encountered while going through some debug commands. Repro 3/3. Crash Reporter Link: [Link Removed]Assertion failed: ChunkIndex != 0 [File:E:\User\Engine\Source\Runtime\Engine\Private\AudioStreaming ...
Inputs in Sequencer don't update when a MetaSound is changed or if the Sound on an audio track is changed to a different asset. The Inputs cannot be added or removed manually. This leads to the user ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...