This is a bug introduced with 18468289 a while ago. We added this functionality for [Link Removed], which allows input event nodes to be placed within widgets and have them behave correctly. This ...
A licensee reports that the values of an FInstancedStruct do not get properly duplicated if they differ from the default values of the Actor or TArray to which they belong. Possible short-term wo ...
Spawning an actor with Chaos cloth causes a hitch when LODs or Self-Collision are enabled on the cloth. LODs and Self-Collision seem to compound the issue. Self-Collision requires a collision simul ...
Flickering and large flashes can be seen on reflective objects that are out of focus with DOF enabled. DumpGPU shows that artifacts are visible in TSR . ...
When we use SwapRootBone_Actor, we expect to move in the X-axis direction, which is the forward direction of the Actor. However, it does not take into account the RelativeRotation of the Skeltalmesh ...
If Surround 2D is set as the Non Spatialized Radius Mode, there is no fallback option if the user's output is not a surround format (eg stereo). There is also nothing communicated in the Tool Tip. ...
Problem Under laggy networking conditions, if the user rapidly presses the jump button the character can at some point stop responding to jump input. Initial Thoughts It looks like there's a logi ...
In AbilitySystemComponent_Abilities.cpp, the check for the client being on a different section on line 3059 checks that the RepNextSectionID is not the current section. One would assume this is beca ...
When a GameplayEffect (GE) grants an GameplayAbility (GA) via an AbilitiesGameplayEffectComponent on the GE, that ability will not be correctly removed if that GE is added and removed within an Abil ...