upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...
When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...
Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...
Swapping between output devices with different channel counts can cause sound corruption for sounds that were paused during the device swap call. More info can be found in the linked UDN, along with ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
In material instances with the parent material depicted in the attached image I expected "Param" to be considered as unused since it's attached to Opacity and it's not used (ie not attached to outpu ...
The iOS Virtual Keyboard has an issue when entering text into a regular UMG text entry field. If the backspace key is pressed and held, rather than deleting all the characters preceding the caret o ...
Due to the following code in [Link Removed] (CL-11585172), it is always set to Break even if the Tangent value is continuous. ArriveTangent = LeftTangent * (ArriveTimeDiff); ... LeaveTangent = Ri ...
The cause is that the ImportFBXProperty in MovieSceneToolHelpers.cpp is divided by DecimalRate. ArriveTangent = ArriveTangent / ((Key.Time - PrevKey.Time) * DecimalRate); LeaveTangent = LeaveTange ...