Certain codepaths in USkeletalMeshComponent::InitializeAnimScriptInstance can cause linked anim graphs that are running in Post Process anim bps to be unlinked. The problem only occurs when the lin ...
hThe use case of the licensee is that he used FindInBlueprints inside the Editor to find a particular text contained in BPs and later used that listing to recompile the BPs using the CompileAllBluep ...
There is a bug with Blueprint structs having FInstancedStruct as a property. If you modify the DefaultValues of any property of an FInstancedStruct inside the blueprint struct asset, an ensure will ...
Does not crash in 5.4 on same hardware so looks like a regression. Attached Unreal logs indicate source of critical error: 'FARKitCameraOverlayMobilePS' shader uniform expression set mismatched sh ...
When GetCurrentAnimationNotifyStateTimeRatio is used inside of a montage it can return the wrong time ratio in certain cases. ...
A structure containing Object as a parameter is misrecognized as a single Object and loses the parameter. This behavior was brought in by CL-27785664. ...
If an actor that is set up to use an anim blueprint is used in the sequencer, then a property on the skeletal mesh is changed in the sequencer details panel. The actor will not evaluate any animatio ...
A licensee has reported that Mover's method of adding rotators together may produce different results than quaternion multiplication - for example in Flying mode when roll is involved. We will inve ...
Screen Space shadows do not check the view boundary. This can cause extra shadows in split screen, as one view can cast shadows in another view. ...