The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...
For some reason, iOS apps no longer launch on device when using QuickLaunch within the Editor. Instead, it does install the app onto the device, but when it attempts to then launch the app, a messa ...
UDN Issue: [Link Removed] ...
CharacterMovementComponent has recently received support for custom gravity directions. Crouch logic needs to be updated to account for custom directions. Currently, crouching logic in CMC assumes Z ...
The actor Blueprint is intentionally causing an object slice to occur. In other words, we're copying a derived type to a base type, so the expectation is that only the inherited base properties are ...
FSequencer::UpdatePlaybackRange does not check the exclusivity of the new bounds when setting them, but UMovieScene::UpgradeTimeRanges does. ...
Importing the fbx uses the default settings, which aren't accessed through scripting, so they cannot be changed. To circumvent this MovieSceneToolHelpers::ImportFBXIfReady caches the defaults, and ...
This issue was previously reported at [Link Removed], but it seems to have regressed due to the change at CL 23357753. GetNetMode is correctly returning NM_ListenServer, but APawn::PossessedBy now c ...
USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.Expected: It should return the correct type. ...