SetActorHiddenInGame will call MarkComponentsRenderStateDirty, but when the new value is replicated to the clients, the render state is not marked dirty when the change is received. ...
It's easiest to see the change on the top of the table or back of the chairs when following the repro steps. I've attached screenshots of the Windows and Linux comparison with Intensity set to 20. ...
Note : Reopening the level sequence causes ensure failed. (also see callstack) LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: InstanceRegistry->I ...
The SetConstraintBindingID of the ConstraintSection on the Sequencer is the BlueprintPure function. The licensee is trying to parent and child objects on the Sequencer using sequencer scripting, and ...
Warning when running the packet notify test, regarding missed acks. ...
Crash during Periodic Damage test for Gameplay Abilities system in the Network Prediction plugin, when both plugins are enabled. Related to a null GameInstance. ...
Marking as a regression as this issue did not occur 4.25.4 I've attached project logs and "unrealpak -list" output from both 4.25.4 and 4.26 to this ticket. ...
Unsaved animations can cause the editor to crash if they are in a sequence, if the sequence evaluates them after an edit. ...
It works in the PIE and standalone mode. But after packing the build, the animation won't start in runtime. ...