For projects relying on attachment to be performed on the client before the server, such as to prevent latency, this can result in attachments being overridden when USceneComponent::OnRep_AttachChil ...
Based on the licensee's report, the crash seems to be occurring due to the WorldDataLayers actor, and setting this actor to never be dormant seems to resolve the issue. ...
UK2Node_VariableSet::ShouldFlushDormancyOnSet only returns true for classes that derive from AActor. This leads to inconsistent behavior, as the owning actor will not have FlushNetDormancy called on ...
Constraint Actor to Rig with Editor Utility Widget is working for the first time adding to the Sequencer. However if it was deleted and added to Sequencer again, run Scripted Actor Action shows Err ...
Instanced variables were given a fix in response to this issue: [Link Removed] Once implemented, when the project is compiled the data from the blueprint instanced variable is removed. A recommend ...
This seems to be the same issue as was reported in [Link Removed], as enabling net.ResetAckStatePostSeamlessTravel resolves the issue. However, it was recently reported that disabling net.FilterGuid ...
Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...
Material Instance Dynamic assigned to Spawnable objects with Editor Utility Widget get reverted when hit the Save button in Sequencer. This appears to come from the Material Instance Dynamic not be ...
A lot of properties are not getting saved correctly to custom configuration files. This looks like that it can be cause by the FConfigContext::PerformLoad function. New conditionals have been added ...