It is because that the RateScale is multiplied twice. First at UAnimSequenceBase::TickAssetPlayer : {{ const float PlayRate = Instance.PlayRateMultiplier * this->RateScale;}} Second at UAnimSeq ...
RAM usage continually increases when debugger is active https://answers.unrealengine.com/questions/784443/ue-4191-memory-leak-while-using-blueprint-debugger.html ...
Animations loop when a sync marker is applied to an animation that is being used in a blendspace even when it is not set to loop in the Animation Blueprint(Blendspace node is not set to loop) ...
When enabling the Metal Desktop Forward Renderer on iOS, Directional Light's with Light Shaft Bloom enabled will cause full screen graphics corruption when looking at the light source. ...
This is a longstanding but infrequent Mac crash that has occurred since at least 4.15. Users have not provided any descriptions. Callstack from Log[2017.11.19-04.18.41:283][ 0]LogSlate: Took 0.000 ...
This is an infrequent Mac crash. Users have not provided any descriptions. Callstack from LogGeneratedClass '/Game/Maps/World.World_C' with ClassGeneratedBy '/Game/Maps/World.World:PersistentLevel. ...
Report of a crash happening during Blueprint nativization with a specific project, appears to be related to an inherited component template. Unable to repro in a new project. Callstack is noted. ...
Preforming a hot reload causes placed actors to lose code based variable settings. More repro steps: 1. Open UE4Editor.exe 2. Create a First Person Code project 3. Build the project for Developme ...
workaround Debug Filter changes back to default when PIE. When playing - Shift + F1 to release mouse Debug Filter can be changed to what is needed ...
This is a trending crash coming out of the 4.18 Previews. Users have not provided any descriptions of their actions when the crash occurred, but at least two of the affected projects are being creat ...