When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...
In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...
With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...
When global invalidation is enabled, Scale Boxes don't react properly to changes in the size of their contents. Licensees have worked around this by updating SScaleBox::OnArrangeChildren:// This sca ...
Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...
Only the first selected spawnable actor binding will have its class changed when selecting 'Change Class' from the right click menu. ...
ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...
When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...
When turnning a moving character into ragdoll, it freeze a bit with TickPhysicsAsync on. If we log the character's pelvis position, it seems jump backward in the first few ticks. Also, it only happ ...