GPU Particles will always have a lifetime of one second when using a collision module. This is a result of an issue with how off screen timing is handled. GPU particles that are off screen should on ...
FAnimInstanceProxy::LODLevel isn't initialized before it is used in PreUpdate, causing UB on the first call. ...
Custom Delta Property NAK handling is done via Custom Delta Base States. Whenever we replicate a CDP, we have the implementing code return a Custom Delta Base State. However, before a CDP is ever re ...
At a licensee, I discovered a problem where Blueprint-created array and map properties are not correctly propagating the ContainsInstancedReferenced property flag. This means that if you create a Ma ...
REGRESSION: Yes, this does not occur in 4.21. This also occurred before CL 58120777, which fixed [Link Removed] Duplicating or Copy/Pasting a component whose name ends in a number does not increme ...
it is possible to connect two incompatible types to an Array Blueprint function node by connecting the Item pin first. The type of Array function nodes is determined by the first thing connected t ...
When a user tries to package or launch onto an iOS device they will fail at the build step due to:[3/8] sh Unzipping: /Users/Shared/Epic Games/UE_4.22/Engine/Source/ThirdParty/Facebook/IOS/FacebookS ...
By calling FLODUtilities::SimplifySkeletalMeshLOD on a mesh with cloth sections that is set to remap morph targets, a crash occurs. This seems to be due to the indexing of sections with/without incl ...
Adding the d3d10 command line argument to a package project results in a crash. This worked normally in 4.21 and below. ...