It appears the hierarchy is invalid for muted sequences, so there is no context to focus them in. ...
Left eye shadow dithering stops working at a certain distance away from the light. To recreate this behavior with any project, follow those steps: Create an empty levelAdd a static mesh and a backd ...
If you create two actors that have the same structure of variables in a category, and you try to copy the category variables of one actor into the other, variables that have ReadOnly/EditConst speci ...
A licensee has reported an issue with jitter when playing animations on an actor translated far from the origin (300000.0 units). This repros on the First Person Template. The issue is more obviou ...
Two instances of the same level sequence playing audio will cause the audio to stop playing. ...
The character movement component in void UCharacterMovementComponent::SimulateMovement(float DeltaSeconds) evaluates whether to find the floor when simulating the movement of the simulated proxy ...
On EnhancedInputSubsystemInterface.cpp:1040, RebuildControlMappings has a check to preserve mappings for identical action key maps. In most cases, this appears to work correctly; however, in the cas ...
It may occur that during loading screens, materials using material layers will load with GWhiteTexture before the real textures are ready. This seems to be because of a race condition due to PostLoa ...
In UTakeRecorderActorSource::EnsureObjectTemplateHasComponent() function, MakeUniqueObjectName() generates the same name of a component which CachedObjectTemplate for TakeRecorder has already had. T ...
Currently FNotifyNodeInterface directly references notifies that live within the related anim sequence. This can cause intermittent crashes when notifies are removed as the UI can still reference t ...