From UDN: "In FBoneContainer::GetRetargetSourceCachedData, the source bones are assumed to relate to the same skeleton as the bone container, which is not the case when using a skeleton remapping t ...
It looks like adding keys through the details panel only works correctly for the first selected actor in the world outliner. WORKAROUND Auto keying seems to pick up the multiple edits as expecte ...
When a Blueprint asset is reloaded, we are currently serializing its CachedDependencies list during the discovery of potential referencers. This can lead to incorrectly treating all dependencies as ...
When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...
When spawning Pawns with a StaticMeshComponent with SimulatePhyscis=True, they occasionally may not simulate physics. This can be reproduced by simply repeating the respawn. The frequency of reprodu ...
This is not a regression. Tested in //UE4/Release-4.27 CL18319896 Retainer Box does not propagate Visibility settings to children. Setting Canvas visibility to 'Not Hit-Testable (Self & All Childre ...
A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can ...
Looking at each value of the texture, it seems that the import of the R value is incorrect. PNG:[Link Removed] TGA:[Link Removed] ...
This is caused by use of MakeMemoryView on arrays of structures in PoseSearchFeatureChannels.cpp. Need a proper serialization path for hash key gen here. ...