Came from a UDN: [Link Removed] Proposed fix is to change `FRawInputWindows::ParseInputData` to use this logic instead: ``` ... USHORT BitSize = ValueCapsBuffer[iValue].BitSize; LONG SizeMask ...
UDN link: https://udn.unrealengine.com/s/question/0D54z00008BEDfJCAX/set-actor-time-dilation-to-0-during-a-animation-notify-state-cancel-it?fromCase=1 Notify gathering functions (e.g. UAnimSequence ...
There is a licensee report that command buffer failure rates on iOS 15 devices have increased compared to earlier iOS versions, and the issue may be related to foregrounding or backgrounding. ...
When AnimNotify is set to AnimMontage, these Notify events may be output twice. It can see it if you let another Montage play while the first one is playing. If you stop the first Montage, it will a ...
UAIPerceptionSystem::UnregisterSource according to its documentation should treat Sense == null as targeting all sources, but the code for removing pending sources does not treat Sense == null as th ...
Event dispatchers (i.e. delegate property values) are currently copied to the new instance when users copy/paste/dupe actors. However, this means that if you have an instance whose dispatcher is dy ...
More details in attached UDN [Link Removed] Time stretch curve behaves incorrectly with large sections of in-between values. From the UDN: After using the feature a bit more we also noticed tha ...
After dispossessing an NP-simulated pawn, it appears that the last frame of input is used for the continued simulation of the pawn. For example, a client player may be holding down continuous inp ...