From UDN: When using the Combined Translate and Rotate Mode we run into an issue where the rotation arrow moves twice as fast as the coordinate frame. The object itself rotates correctly, but if we ...
It looks like the output of the debug pass is ignored, and the final output from the last frame before the pass was enabled is displayed instead. If the pass is modified to return a different textu ...
When the function UDataTableFunctionLibrary::FillDataTableFromCSVString() is used from Editor Utility Blueprints or Python Scripts, and the contents of the affected Data Table are currently being vi ...
This comes from this UDN : [Link Removed] It occurs with this setup : [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...
Running with `r.AsyncPipelineCompile=0` causes the issue not to happen. It fails to open about 4 times out of 5. No such problem in development build., it always succeeds. We noticed that if we de ...
When creating an anim streamable we immediately fail a check in the compression code in FCompressibleAnimData::FetchData: checkf(AnimSequence, TEXT("Invalid animation sequence while trying to fetc ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
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 ...
Placing a section at the very end of a montage with no duration or animation assigned after it is not properly handled. Normally sections with 0 length are skipped and search continues since they ...