When adding a widget at runtime the widget it appears to clip in correctly. If the widget is more than half way off the screen, the entire widget disappears. ...
Licensee is using the Sense Hearing of the AIPerceptionSystem. When using the GamePlay Debugger they notice that one call of MakeNoise out of every two seems ignored by the AIPerception. ...
bRenderInMainPass of skeletalMesh doesn't work on mobile. Even if bRenderInMainPass is set to false, SkeletalMesh will be drawn on MainPass on mobile. Licensee has shared the following correction c ...
When using Keep State together with an Animation Blueprint on a Character, the Anim BP will override the Keep State and transition over to the idle animation as the animation in the slot no longer r ...
When attach track is added to a parent mesh in sequencer the the child mesh changes location ...
Calling a RPC function with a TSet or TMap parameter on a client causes the editor to crash. Regression?: No This also occurs in 4.18 ...
The user who reported the issue has provided a video that also shows the issue: [Link Removed] ...
When changing the layer settings for a widget with in a Grid panel at runtime there appears to be no change. The widgets do not update visibly, however when getting the layer setting it will reflect ...
The location give by the Get hit result under finger by channel appears to be affected by screen size on Mac. When clicking an area in the level, it does not always return the area under the finger ...
It is because that the RateScale is multiplied twice. First at UAnimSequenceBase::TickAssetPlayer : {{ const float PlayRate = Instance.PlayRateMultiplier * this->RateScale;}} Second at UAnimSeq ...