A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
It appears that the preview scene used to render thumbnails is not destroyed after a thumbnail is rendered, even after the blueprint editor is closed and GC is run. Also found in Release-5.4, CL: 31 ...
This issue was previously reported at [Link Removed], but it seems to have regressed due to the change at CL 23357753. GetNetMode is correctly returning NM_ListenServer, but APawn::PossessedBy now c ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...
When a native component that wants initialisation is added to a Blueprint actor in the Blueprint editor, the initialisation state of this component will not be correctly preserved by RerunConstructi ...
When you are playing a game on PC (especially local multiplayer) many developers want to change how input devices are "mapped" to different players. For example, a single player game might want the ...
User Parameters on Niagara actors do not sync in the details panel when animated with Sequencer. Scrubbing in sequencer does not update the details panel. ...
Camera shot blending on Sequencer does not work when Reverse Play. If we place two cameras in a scene and just blend them by Camera Shot track in sequencer, the view point is interpolated between th ...