Description: In Unreal Engine 5.4, when recording camera movements using the Take Recorder with the "Record Sources Into Sub Sequences" option turned off, significant viewport freezing and performan ...
Collision between an instanced static mesh and a physics simulating actor (with "simulation generates hits events" enabled) results in the following warning: LogChaos: Warning: Collision handler en ...
When editing a GameplayTagQuery inside of the editor, there are times when the query editor will not update the query when selecting Ok or fail to return the query to its original state before editi ...
"Find in Blueprints" does not turn up results when searching a GameplayAttribute by name, even when there is a GameplayEffect blueprint that has a modifier for that GameplayAttribute. This is becau ...
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 ...
See: UAbilitySystemGlobals::HandlePreLoadMap GAS features static variables that are modified by both server and client, thus result in issues in single process PIE where they access the same memory ...
The SplineComponentVisualizer allows users to alt+drag on a spline point to duplicate it. When this is done on the last point of a spline marked as "closed-loop", the new point is correctly added at ...
When a blueprint's component hierarchy is changed by changing a child component's mobility value to Static while deleting its parent component which has Movable mobility, levels saved with an outdat ...
UnkownRef Mips is meant to fix/workaround the problem where some textures are used for rendering but they don't have any component references them (such as texture used by PP effects) These UnkownR ...
ISourceControlProvider::RegisterStateBranches(...) doesn't reliably warn on conflicts ISourceControlProvider::RegisterStateBranches(...), specifically FPerforceSourceControlProvider, is supposed to ...