Crashes after editing properties of TwoBoneIK node. If following the reproduction steps, the binding of NodePropertyDelegateHandle will not be removed, causing illegal access on the second editing. ...
If the Wait Task is completed for the first frame, it may not return to the root node even after Finish. This can be avoided by increasing the wait time of the Wait Task (see CaseOK.mp4). When this ...
It looks like a component will have a velocity calculated and saved when animated by a sequence during a level save. ...
upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...
When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...
Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...
Swapping between output devices with different channel counts can cause sound corruption for sounds that were paused during the device swap call. More info can be found in the linked UDN, along with ...
For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...
In material instances with the parent material depicted in the attached image I expected "Param" to be considered as unused since it's attached to Opacity and it's not used (ie not attached to outpu ...