Using a fixed frame rate will cause you to leave the loop section of Montage.

UE - Anim - Runtime - Dec 10, 2021

This problem only occurs when the fixed frame rate is 30 and the Sequence Lenngth of the loop animation is 1.66667. If turn off the fixed frame rate setting, it will behave as it should. ...

Duplicating skeletal mesh assets with groom in world outliner changes Hair UV layout

UE - Rendering Architecture - Materials - Dec 10, 2021

Having duplicate characters with groom, hair UV layout changes which results in visible shift in character look and also changes color based on camera distance and lights in the scene (hair would fl ...

udatasmith runtime import does not work properly

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 9, 2021

The udatasmith is created through the unofficial blender exporter that seems to still be using SDK 4.24E0 ...

AttachChildren can be incorrect on client if parent and attached actors are spawned at the same time on the server

UE - Networking - Dec 8, 2021

See linked UDN for more info. It seems as though if both a parent actor and its attached actors are created at the same time on the server, then there is a chance the attached actors won't appear at ...

Incorrect relative location on client under certain attachment conditions

UE - Networking - Nov 30, 2021

An attached actor's relative location isn't correct on the client when the actor has its position changed to that of the parent actor before attaching with the "Keep World" location rule. On the cli ...

Multiple Blueprint compilation passes required to fix up event binding to dispatcher after event rename

UE - Gameplay - Blueprint Compiler - Nov 30, 2021

Renaming a custom event bound to an event dispatcher via a Create Event node requires two compilation passes to fix up the binding.  upd. Regression was checked on //UE4/Release-4.26 CL 15973114, i ...

UAnimInstance::GetInstanceTransitionTimeElapsed does NOT consider TransitionIndex

UE - Anim - Runtime - Nov 29, 2021

GetInstanceTransitionTimeElapsed doesn't use TransitionIndex. float UAnimInstance::GetInstanceTransitionTimeElapsed(int32 MachineIndex, int32 TransitionIndex) { // Just an alias for readabili ...

Connection/Disconnecting an integer pin to a divide node causes the pin literal value to fail

UE - Gameplay - Blueprint Editor - Nov 18, 2021

This only happens when you connect a pin, then disconnect it and try to compile again. ...