This is a regression. Tested in //UE4/Release-4.27 CL18319896 Editor crashes when keying a frame to an Animation from Pose with Appended Frames. ...
UEditorValidatorBase::ValidateLoadedAsset() is not using the K2_ValidateLoadedAsset() output, effectively ignoring the Blueprint validation. The K2Result is not used later in the function, and this ...
GeometryCollectionPhysicsProxy::FieldParameterUpdateCallback() not removing invalid Commands, leading to performance issues. The licensee has provided their analysis: We seem to have stumbled acro ...
A Skeletal Mesh simulating physics that hits a Geometry Collection Actor with OneWayInteraction true, OneWayInteractionLevel 1, and is using Damage Propagation (default) will be accelerated so fast ...
Currently, the SButton and SBorder widgets multiply the color and opacity during OnPaint before calling the super (SCompoundWidget::OnPaint). This causes the operation to be done twice, since the co ...
It works correctly in 5.0.3. ...
If the same command is executed with 4.27, multiple screenshots will be saved. ...
Adding multiple instances to instance static mesh component in a code class causes an ensure to trigger when an instance of the class is added to the level. ...
Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...
Calling PlayDynamicForceFeedback in code does not affect controller rumble. ...