UK2Node_VariableSet::ShouldFlushDormancyOnSet only returns true for classes that derive from AActor. This leads to inconsistent behavior, as the owning actor will not have FlushNetDormancy called on ...
Non-spatially loaded actors in a Level Instance are not embedded properly when entering PIE. This issue does not happen in a cooked build. ...
Even with the “Editable when Inherited” flag set in the blueprint class static mesh component, the BP instance collision preset cannot be set to one different from the BP class collision preset. The ...
In a networked PIE session, when the server has applied a programmatically constructed GameplayEffect that has duration policy = Infinite or HasDuration, this results in a client crash when the clie ...
The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...
Renaming a shot through the shot track does not change the name of the underlying asset, and causes it to no longer match when looking for takes ...
This was found by a customer through a UDN, and they offered the fix for it, as well. The basic steps to reproduce the crash are as follows:call GEditor->SetPropertyColorationTarget(...) somewhere i ...
The velocity when moving the root is output, but it seems that the velocity for each deformation is not output. Since motion blur and TSR use velocity, problems such as ghosting may occur. ...
It appears that FAnimUpdateRateParameters::GetInterpolationAlpha is not returning a sensible value when running in TrailMode. Currently the only variable in the calculation is EvaluationRate which ...