UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...
Loading a map via File->Open Level or just by clicking on it to open it, when it is already loaded in World Composition view does not reset actors to origin. The actors instead keep the same positio ...
FText variables are saved with a Package Namespace stored inside them, that keeps track of the package they were created for. This allows the translation key to stay consistent over time. Blueprint- ...
Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened. ...
The distance field materials do not work on a High Poly mesh. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...
A UDistributionFloat property is reset to NULL when compiling a Blueprint sub-class of a C++ class that has a UDistributionFloat property. ...
Separating [Link Removed] into Nvidia and AMD tickets.This ticket will house Nvidia information Exported data on 5/14/2019 with following Query:1 Month Time FrameMajorVersion is 4.22.1Callstack Con ...
Flickering or shifted color will be seen in the Right Eye. User reports that moving the nodes from the material function to the base graph resolves the issue. Confirmed in 4.23 MAIN branch @ CL 6 ...
"Draw Material to Render Target" renders black in 4.22 Confirmed in 4.23 MAIN @ CL 6395234 ...
Checking the Run Physics with No Controller box in an animation Blueprint causes the Mannequin to change over to the "In Air" animation state. This will only occur after making the change then compi ...