Duplicating an event trigger or repeater section will break the binding when restarting the editor. ...
If the client received AttachSocketName before AttachParent, USceneComponent::AttachToComponent will be called while AttachParent may be null, resulting in the received socket name being lost. When ...
Download and launch attached projectPIEPress the "E" key to play the sequenceWait until sequence finishes RESULT Ensure in FAnimInstanceProxy::GetSkeleton as a result of restore state calling Unbind ...
This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
Adding keys when quaternion interpolation is enabled can lead to unexpected results. ...
Rendering the SkyAtmopshere component using Vulkan with and without Vulkan (SM5) enabled causes artifacts to appear on screen on Windows and Linux. This was reported and tested in 4.25.1 (CL-135 ...
One of our licensees encountered this issue. Landscape normal is calculated differently on GPU vs CPU. See screenshot below: left is GPU (with Edit Layers enabled) and CPU (Layers disabled) [Image ...
When we play in editor with the Play Net Mode set to Play as Client, a hidden dedicated server is launched. Previously in 4.24 the dedicated server would always launch with a visible command window. ...