At editor-time (ie, while using the editor and NOT in a PIE session), the Animation Blueprint's ability to read updated values appears to depend on what component of an Actor is currently selected, ...
When moving these components around in the world editor, the transform gizmo will move with the undo, but the actual component will not. I could not repro this behavior with non-native component ...
I believe that this is happening because of a problem within USubobjectDataSubsystem::FindOrCreateAttachParentForComponent where it is creating duplicates of the character mesh because the "TestScen ...
If you set the Touch interface to none while there is currently inputs being registered, the inputs will continue forever. I also found that if you set the Touch interface to an actual asset the pla ...
The Functional Test framework crashes when adding a delegate instance if multiplayer PIE is enabled. The crash occurs at the check code in the block below from ..\Engine\Source\Runtime\Core\Public\D ...
The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...
Regression is unconfirmed ...
This is not a regression. Tested in //UE4/Release-4.27 CL 18319896 Making changes to a Camera Shake while previewing the Camera Shake triggers an Assertion upon compiling. ...
Even after manually Deactivating a Niagara component, this Niagara component may be revived under certain conditions. This issue occurs when the following conditions are met before the Deactivated N ...
Child Animation Blueprint that inherits a Layer Interface can have the Layer Interface added a second time giving the impression changing the layers within the child will override them for the child ...