When GetCurrentAnimationNotifyStateTimeRatio is used inside of a montage it can return the wrong time ratio in certain cases. ...
Repro rate 3/5 Regression to be tested Testing with a fresh level sequence no crash occurs, Tried to do it without rekeying and did not get a crash. I repro'd it a few times and sometimes no crash ...
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 ...
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. ...
When a property of a ChildActorComponent is modified in a child class, the parent ChildActorComponent class can also get modified. This happens when the Parent blueprint actor has a ChildActorCompo ...
Context AbilitySystemComponent has a virtual function virtual void OnTagUpdated(const FGameplayTag& Tag, bool TagExists); that gets called when a gameplay tag gets added or removed, so whenever ...
Community-attempted workaround received in [Link Removed] Correct fix submitted to 5.6 FNMain in [Link Removed] which needs integrating into 5.5.3. ...
Every time AWorldDataLayers::CreateDataLayer is called, UDataLayerManager::ResolveActorDescContainersDataLayers() gets called and iterates on all actordescs of the world.When creating multiple data l ...
Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...