Context GameplayDebugger (Press ` in-game) displays a green smiley (AICON-Green) for AIControlled pawns that are running a BehaviorTree and a red angry face (AICON-Red) otherwise. If the AIControll ...
User is reporting a bug where there are cases that a polygon in a navmesh tile will not generate an edge. This seems to be where only part of the polygon side would be part of the edge, but the rest ...
When duplicating a blueprint interface, the GraphGuids of the original BP interface's function graphs are unchanged: function graphs across the two BP interfaces now have the same GraphGuid. This is ...
When diffing a blueprint against depot via the Content Browser context menu action "Revision Control > Diff Against Depot", restoring an instanced object property from the depot version results in t ...
IGameMoviePlayer playback of a movie during loading screen lets you set bAllowEngineTick = true as a parameter. This will make FDefaultGameMoviePlayer manually tick the engine: if (GEngine && bAll ...
A high UWorld::Tick DeltaSeconds (i.e. GameThread hitch) results in a high UNetDriver::TickFlush DeltaSeconds. This DeltaSeconds can high (many seconds) if the hitch is long. This value then affects ...
This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly. This ...
Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
For two map placed actors, if one actor B's non root component is attached to another actor A, the attachment is not retained when actor A reruns its construction script, such as when moving actor A ...
FVariant is a struct that implements a union of data types, including FVector. When assigning an FVariant an FVector value in engine versions UE 4.27 or earlier, the FVariant will deserialize incorr ...