When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...
In UE4.12, imported animation has one more frame than the expected frame number. AS_AN_StepAnim_Test.fbx is 60 frame long animation(starts at frame 0, ends at frame 60). When imported to UE4.12, it ...
UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...
A native default subobject can be nulled out during compilation of the owning class in derived Blueprints with circular dependencies. ...
Foliage/hierarchical instanced static mesh components have issues with culling when their material's "Max World Position Offset Displacement" value is a higher amount, e.g. 100.0. ...
A simple search for `NewStyleOutput = true` will reveal the many instances where this flag is already forced on, including media plates and media bundles. This however means that we have incompatib ...
This is a regression and does not occur on Windows ...
Mesh's ParticleColor is not reflected in raytraced reflections Sprite Particles do not encounter this issue. ...
Animating an inherited widget from a child UserWidget class appears to work, but the bindings don't resolve properly and the animation is null at runtime. This workflow should either be supported, o ...