When a running search in all blueprints is closed, it may prevent an AsyncTask used to return the look up FText's from StringTables from running on the game thread, leading to a deadlock. When the ...
The CharacterMovementComponent simulates the position of a jumping/falling character inside function UCharacterMovementComponent::PhysFalling() [CharacterMovementComponent.cpp:4381]. On the main cod ...
The melee gameplay ability GA_Melee uses a NetMulticast RPC which isn't allowed and causes a blueprint validation error: GA_Melee.uasset: Gameplay Abilities are not replicated to Simulated Proxies ...
The description of SpringArmComponent's "Use Camera Lag Substepping" option says "sub-step camera damping so that it handles fluctuating frame rates well". However, as noted and explained by a licen ...
From a licensee: The issue is that under certain edge conditions I am experiencing Anim Notifies not being executed on our Dedicated Server ( it is an off case, so they typically do work, there a ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
An editable FComponentReference property on an actor instance can be used to reference another actor's component in the scene. In 4.27 and earlier versions these references were retained when the ot ...
When we record a Take from a level actor, a warning about referencing the same Guid inside LazyObjectPtr.h appears. The functionality of the LevelSequence works as expeced, but when the initial tak ...
An external user reported that creating and editing filtered channels in the details panel does not propagate to the node in the graph, thus making it unusable. Here is a video with the issue: [ ...
Licensee was not able to access SubObjectDataSubsystem functions from their blueprint editor, as the functions (such as "GatherSubobjectDataFromInstance") did not show up in the right-click menu and ...