In C++, a replicated property's RepNotify function can include a parameter that represents the property's value before the new replicated value was applied. In blueprints, RepNotify functions are no ...
It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...
Physics object from a streamed level does not interact with other physics objects in persistent level. ...
The ModcallbackData won't be consumed while applying stacked Gameplay Effects if the updates are being batched. This triggers a false warning in FActiveGameplayEffectsContainer::ApplyModToAttribute. ...
As a result of outputting with Roughness set to 0.5 in the material, it is 0.5 in the viewport and a little lower in the render pass output. Viwport [Image Removed] Render [Image Removed] ...
An actor instance's editor added components can fail to attach to the root component of the actor when changing the native root component's mobility from static to movable. The failure happens durin ...
Licensee reports that Procedural Mesh Component is apparently limited to 4 UV channels, which indeed appears to be the case (e.g. UProceduralMeshComponent::CreateMeshSection arbitrarily processing 4 ...
When two controllers connected, player2 input is disabled in client mode in PIE. It worked correctly in 4.25, but it has been wrong since 4.26. Digging into FSlateApplication::ProcessKeyDownEve ...