A GameplayTagQuery in an ActorComponent cannot be properly edited on instances of an actor with said component. There is a workaround, but the issue makes editing Tag Queries rather annoying, doubl ...
When trying to create a widget with specific steps, the drawing order may not be correct. This is not reproduced when Global Invalidation is disabled, and the state can be restored. This issue is pr ...
In a networked environment with high packet loss (or high forced adjustment factor), motion applied using Root Motion Sources can desynchronise under conditions that animation root motion does not. ...
When we have an enhanced input input action that uses a Down trigger and is mapped to a gamepad button, for example Gamepad Face Button Left, it can get into a bad state when the game is unfocused. ...
It would seem that updating a material does not update the associated platform stats in a material instance editor, only the parameters. Can workaround by manually invoking shader compile in the ma ...
When using GetRefBonePose() on a USkeletalMesh's RefSkeleton, the given location is incorrect if the SkeletalMesh has been changed from one to another where both meshes share the same skeleton. Als ...
The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...
Have attached examples of this in action, including breakpoints showing the FDateTime::Ticks count as zero. Also showed that this is an issue for the existing GetYear/GetMonth/GetDay methods (and an ...
With a Render Target From Scene Capture 2D setup in a level , the motion blur settings from a global post process volume is overridden. Was investigating Scene Captures picking up Motion Blur when ...
A user adds 3 .h files though Visual studio where the first contains a struct, the 2nd includes the 1st, the 3rd includes the 2nd and tries to make a variable of the struct declared in the 1st. The ...