When BlendRootMotionBasedOnRootBone is true, the code in FAnimNode_LayeredBoneBlend::Update_AnyThread that calculates the root motion weightings for the sources doesn't appear to account for the po ...
There seems to be an issue with replicated attachments ending up causing cyclical setups resulting in crash on clients. It was reported for 5.2 but even after patching up code it seems to occur. ...
Capsule component renders incorrectly with non-uniform scale because the render uses the minimum between the X and Y values and the collision code uses the maximum between the two. This issue is men ...
Struct that is referencing a Custom bp Class will reset to default values on editor restart User Description: Making a array of object types in a struct. the goal is to have a struct containing wa ...
When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...
Startup movies displaying black screen in packaged projects. Tested with 4.20p3 4135216 and 4.21 4157973 ...
When an animation is currently blending out due to automatic blend out or GameplayLogic, further StopMontage with specific BlendOut will not update the time to blend out of the current blending out ...
The licensee has been using a custom CVAR to launch directly into PIE for a world partition level. Since updating to 5.4, this now causes an editor crash. The main factor appears to be whether or no ...
In the description for delta time given for the tick event it states "Game time elapsed since last call to Tick". This sounds as though it is supposed to calculate the time in between ticks. However ...